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127,003 Commits over 4,109 Days - 1.29cph!

4 Months Ago
cable gantry fixes, lods, collision and prefabs
4 Months Ago
Update: generate a sample grid for water tests & use WaterVisibilityTrigger This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next Tests: ran unit tests
4 Months Ago
Phrases update
4 Months Ago
Fixed construction collisions for al rustige eggs
4 Months Ago
Logic gates Codelock files Scene backup
4 Months Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
4 Months Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
4 Months Ago
Bugfix: fix serializing of empty tables - Added a test to check for it Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
4 Months Ago
Delete panther static mesh model Make panther a different prefab instead of a variant of the tiger Setup panther corpse and ragdoll Rebuild manifest
4 Months Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
4 Months Ago
Update: Don't pad last column Tests: ran unit tests
4 Months Ago
merge from Player_Seed_EyePositions
4 Months Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
4 Months Ago
updated backpack offsets for some weapons
4 Months Ago
Bugfix: Fix test table layout when there are not enough values compared to rows - Added new unit tests to cover abnormal cases Tests: ran unit tests
4 Months Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
4 Months Ago
Fixed spelling of re'ceive on teas
4 Months Ago
Fixed right eye being flipped upside down
4 Months Ago
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
4 Months Ago
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
4 Months Ago
all gestures anims use v4RustPlayerMask
4 Months Ago
Missed Materials Files
4 Months Ago
Updated missing skinsets with eyepositions
4 Months Ago
Added Second Water Treatment Tank Packed Mask Material
4 Months Ago
v4 holdtype anims use v4RustPlayerMask
4 Months Ago
backup
4 Months Ago
Added New Water Treatment Tank Model and Pump Textures and Material
4 Months Ago
unarmed anims use v4RustPlayerMask
4 Months Ago
Compile errors
4 Months Ago
beehive_fixes -> main
4 Months Ago
- Actually expose the temperature (makes it way easier to see whats going on) - Can now run a beehive in the snow with enough heaters
4 Months Ago
Player seed updates
4 Months Ago
Update: standardized WaterVolume usage across tests - Also fixed a couple small bugs in rarely used water perf tests Got a couple TODOs left to clean, and will start merging back to main Tests: ran all tests
4 Months Ago
Missing status panel files
4 Months Ago
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb - Wrote new inventory check full methods to double check partial stacks - FIx a bunch of terribly timed inventory checks
4 Months Ago
Removed Old Water Treatment Tank Materials, Textures and Model
4 Months Ago
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
4 Months Ago
Update: moved player caching to FinalizeTickParallel Tests: ran unit tests and played back server staging demo twice - numbers match expected range
4 Months Ago
texture resizing
4 Months Ago
obsidian tool viewmodel and worldmodel added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel hooked everything up
4 Months Ago
bee_rebalance -> main
4 Months Ago
Missed files
4 Months Ago
Rebalanced multiple and single bee swarm damage
4 Months Ago
Fixed environment volume server compile errors
4 Months Ago
Prevent bee damage (no matter what damage type it is) from bleeding
4 Months Ago
Further environment volume optimizations
4 Months Ago
Update: add an extra profiling scope Tests: ran the perf test
4 Months Ago
override controller updates
4 Months Ago
Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do