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121,135 Commits over 4,018 Days - 1.26cph!

4 Months Ago
Added ropes when leading horses using FakePhysicsRope Moved FakePhysicsRope logic to LateUpdate Tweaked leading behaviour Fixed players able to stop other players leading horse
4 Months Ago
Ensured reload to reload step is smooth
4 Months Ago
Adding boomerang animation content and initial set up files
4 Months Ago
- Use next free slot rather than shots left for reloading - Disable barrel animation for reloading (just now) - Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
4 Months Ago
Clean: removing no longer relevant comment
4 Months Ago
Update: DemoServer improvements and fixes - All ticks are now accepted - exposed an editor only API to inject ticks (avoid serialization roundtrip) - cleaned away tick logging - it generated too many logs Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next. Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.
4 Months Ago
Indirect Instancing: Add initial support for sub meshes
4 Months Ago
Fire ammo stuff/backup
4 Months Ago
- Hopper LODS
4 Months Ago
blowpipe viewmodel prefab updates - set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera) - set up viewmodel renderers - set to use viewmodel camera - removed crossbow mesh from prefab - removed ironsights script
4 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
4 Months Ago
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
4 Months Ago
Fixed anim events error on flinch anims Restored spine ik when eating and playing idle breaks
4 Months Ago
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4 Months Ago
Reworked horse spine IK Smoothed eye pos to reduce motion sickness when riding Some leading tweaks
4 Months Ago
adobe fixes
4 Months Ago
allowed better validating from the towed vehicle whether it is in a state to be towed - exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
4 Months Ago
UI
4 Months Ago
- skewed UV's fix Hopper
4 Months Ago
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4 Months Ago
updated minicrossbow vm anims
4 Months Ago
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4 Months Ago
Upadting skinning on lower LOD levels for knight armour
4 Months Ago
fixed floaty window collision on shipping container skin
4 Months Ago
Update: DemoServer - split ticks by distance instead of time - Splitting by time didn't guarantee that they were in valid distance ranges - Also handle case where we get positional data while the player is still initializing Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating. Tests: played the same demo, observed the logs.
4 Months Ago
- Hopper LOD0 Art pass
4 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
4 Months Ago
updated mini crossbow 3p anims
4 Months Ago
Merge from branch /main/indirect_instancing to branch /Aux
4 Months Ago
DANGER: Enable Read/Write on ALL models project-wide
4 Months Ago
DANGER: Enable GPU instancing on ALL materials project-wide
4 Months Ago
Merge from /main
4 Months Ago
Indirect instancing: Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder. Add support for MeshCull, RendererLOD and MeshLOD. Add editor scripts to enable GPU instancing and Read/Write on all assets. Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them). Add the camera component from code, but only once. Rename instanding_id to instancing_handle. Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.
4 Months Ago
Submitting burst cloth knocker for knight armour
4 Months Ago
Update blowpipe firing animation and recoil adjustment
4 Months Ago
Whoops: supposed to KEEP the RHIB in primitive
4 Months Ago
using tow anchor transforms for angle testing, not body transform
4 Months Ago
Set convar in primitive gamemode so rowboat spawns rear of cargo instead of rhib (since RHIB is supposed to be disabled)
4 Months Ago
Add convar `cargo_escape_boat_rhib` to control whether a rowboat or rhib will spawn on the back of cargoship
4 Months Ago
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
4 Months Ago
Update: Server-Editor tries to synthesize position ticks for other players in client-demos - Also supports movement of other, non-player entities - Only handling positions for now Doing this to allow for more thorough testing. Some ticks get rejected despite being in the same position - need to investigate why. Tests: played the same demo as before - checked logs to see the injection and acceptance of ticks.
4 Months Ago
ensuring towed siege weapons aren't forced to sleep while being towed
4 Months Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
4 Months Ago
Updated 4k AO textures for media
4 Months Ago
fixed incorrect capsule collider on half and low wall corners for gingerbread building skin
4 Months Ago
merge from primitive -> aux2
4 Months Ago
merge from primitive_gm -> primitive
4 Months Ago
Ensure missions can't give out items that are blocked by an era - ideally missions rewards are changed if they aren't allowed in an era but this is a failsafe
4 Months Ago
Ensure vending machines don't sell restricted items - block orders with restricted items from being networked - also block it from being bought if the sell order somehow goes through
4 Months Ago
merge from primitive -> aux2