reporust_rebootcancel

129,199 Commits over 4,232 Days - 1.27cph!

Yesterday
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
Yesterday
Yaw needs to be set as well due to where our animation starts
Yesterday
Actually set the pitch values to prevent them trying to continue where they left off
Yesterday
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
Yesterday
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
Yesterday
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Yesterday
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Yesterday
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Yesterday
atlas B - textures and material
Yesterday
naval_update -> turret_head_animations
Yesterday
SoundDefinition can specify if a sound should stop when its parent is destroying instead of always finishing rpg7 viewmodel anim sounds stop on parent destroy
Yesterday
merge from boat_building
Yesterday
scientist_boats_ai_improvements_3 -> naval_update
Yesterday
Some more tuning: - Reduce group cohesion a little (they were a bit too stuck into groups) - Can jump to a new macro target earlier (makes them less stubborn) - Increase how far out they need to be before they will begin pulling towards the centre - Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
Yesterday
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges Rewrote all of the boat wander state: - Now pick macro and micro directions - Macro is a fixed target point (within deepsea bounds or in random direction) - Micro is the same Reynolds stuff but done simpler - Combine them together for a bit of a better approach Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
Yesterday
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Yesterday
Gibs
Yesterday
matrix display preview model added with initial textures to check visibility, added to display prefab
Yesterday
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Yesterday
Rust Birthday Balloons - Updated textures with few changes, higher albedo resolution on clumps, updated models shading for wind shader, raised speech bubble balloon to head height
Yesterday
default ttk values to 1.0
Yesterday
Added default values for instanced properties when using mesh instancing with particles
Yesterday
String meshes.
Yesterday
got test scene working properly
Yesterday
merge from ice_sculptures/sdf_sculpting
Yesterday
Remove displacement from hull pieces
Yesterday
Disable dynamic occlusion pausing until further fixes because it seems to be enabling static occlusion long before parenting is finalized, causing it to think the static position is 0,0,0
Yesterday
Update: LimitedTurnNavAgent sets npc's position via helper functions - ScientistNPC2 overrides it to optionally map on to the detached navmesh if it's on a ghost ship - LimitedTurnNavAgent uses navmesh positions to calculate steering to waypoint in FaceTarget mode (think it was the original intent anyway) There's a bunch more code that needs to be converted just to be safe with strong waves Tests: spawned ghost ship away from craggy, enabled AI, and ran around to different areas - scientist caught up, were able to shoot me
Yesterday
Texture size opt.
Yesterday
exported latest viewmodel flashlight refresh anims
Yesterday
Mummymask repose
Yesterday
Update: GhostShip spawns navmesh instead of NavMeshSurface - Disabled NavMeshSurface on GhostSHip prefab (will need to do it for the rest later) This stops NavMeshSurface constrantly running add-remove navmesh every server frame. Need to figure out how to tie it to NPCs Tests: visualzied navmesh in editor via gizmos, checked profiler to not see any more NavMeshSurface::UpdateActive calls
Yesterday
Added missing volume changes to stair prefab. Removed the old volume check implementation now it's not used anywhere.
Yesterday
merge from deep_sea
Yesterday
Disable deep sea in the AutomatedTests scene
Yesterday
Restored copypaste snap to zero height option (was lost in the merge)
Yesterday
Fixed more copypaste merge issues
Yesterday
Holster updates for bows and boomerang
Yesterday
Child RendererBatch disabling now handles entities with multiple RendererBatch correctly
Yesterday
tshirt repose
Yesterday
merge from boat_building
Yesterday
merge from new_bbs_volume_checks
Yesterday
Remove debug drawing
Yesterday
Setup bbs required volumes for all relevant boat pieces
Yesterday
Bow animation updates to fix bugs
Yesterday
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Yesterday
Added RequireBoatBuildingVolume. wip, allows fixing of building overlap, and is also a more efficient solution than the previous boat building station volume checks. Setup on initial first few test prefabs.
Yesterday
codegen
Yesterday
merge from gui_sculpting