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105,883 Commits over 3,806 Days - 1.16cph!

5 Months Ago
Script fix
5 Months Ago
Folder cleanup. Initial item setup/prefabs.
5 Months Ago
Shush gesture (wip)
5 Months Ago
Various fixes, move to PrefabPreProcess so it gets run once per prefab
5 Months Ago
Minor bug fixing
5 Months Ago
Sprint bar timing works properly, with network sync
5 Months Ago
Sprint WIP + remove leftover snowmobile mount code
5 Months Ago
Added egress state to debug_cargo_state debug_cargo_status and debug_info no longer need to be called from in-game
5 Months Ago
Updated finger gun gesture to use middle finger too. Added icon
5 Months Ago
Flag/proto setup and refactoring
5 Months Ago
Finger gun gesture
5 Months Ago
Convert some inputs to flags
5 Months Ago
Two cargo ship movement fixes: -Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions). -Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
5 Months Ago
Fix quote mark location in PrintDefinedFlags
5 Months Ago
Another compile fix
5 Months Ago
Got rid of the bike gears, only one gear now as the model implies
5 Months Ago
ProgressBar now supports emptying the bar over time instead of filling it, more like a countdown. Use the new system for the stamina bar.
5 Months Ago
Centre of mass edit
5 Months Ago
Server compile fix
5 Months Ago
Updated throat cut gesture - fixed some translation issues
5 Months Ago
Enabled dof translation on player avatar for better retargeting results
5 Months Ago
vm sks - added test anims for sprinting/jumping/landing, added layer and params to animator
5 Months Ago
Clatter helmet PFX fixes and visual refresh: -Flame tone adjusted to be more in line with the new fires. -Improved heat shimmer, which had regressed. -Performance optimized: No longer relies on noise, less overdraw & LOD tweaks. -Cleaned a script from the prefab that was doing nothing.
5 Months Ago
Improved test results formatting Added WaitUntilWithTimeout yield instruction
5 Months Ago
Experimenting with updated protobuf codegen which doesn't copy data around as much
5 Months Ago
Expose changing damage of weapons & armor protection values Add ability to search entity & item names
5 Months Ago
bicycle skin, LOD setup and rear wheel split for future setup
5 Months Ago
IO switch tests
5 Months Ago
Added Time based fading (work in progress - includes updates to visualiser) Fixed some issues with distance fading Improved import - no longer reloads assets during import which is 2022.3 causes a warning
5 Months Ago
workers house latest wip
5 Months Ago
Added vending machine. Setup custom sell orders. Disabled colliders on client.
5 Months Ago
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values. Outside of deadzone now ensures straight wheels
5 Months Ago
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
5 Months Ago
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
5 Months Ago
Added steering deadzone to avoid over corrections
5 Months Ago
merge from fix_eventrecord_pooling_error
5 Months Ago
Added RustTestFixture, which includes helpers to easily spawn and destroy entities Cleanup and naming
5 Months Ago
Added SetUp and TearDown methods executed before and after each test
5 Months Ago
Merge from main
5 Months Ago
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5 Months Ago
Cut/throat slit gesture
5 Months Ago
bicycle LOD0 skining and ik positrion adjustment
5 Months Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!
5 Months Ago
Fixed manifest not being included, still not loading
5 Months Ago
Minor anim tweaks to middle finger + double middle finger gestures. Fixed ulna rotation not being applied
5 Months Ago
Basic sprint progress bar
5 Months Ago
Various pedal bike work
5 Months Ago
Double middle finger gesture
5 Months Ago
Hand IK rotation edit
5 Months Ago
Lerp the sprint pose change