reporust_rebootcancel

156,478 Commits over 4,566 Days - 1.43cph!

Yesterday
Merge from livestock_potential
Yesterday
Dialogue setup bits
Yesterday
Modified potential so it slowly increases and decreases based on if the current happiness is higher or lower than potential Takes 10 minutes to go from 0->100 if happiness is 100 Takes 15 minutes to go from 100 -> 0 if happiness is 0
Yesterday
New stat for animals - potential Starts at 0 and and can only be modified while an animal is a child Potential is the average happiness over time of an animal, gets locked in once they become and adult Wild and purchased animals have 0 potential Vendor sales are multiplied by potential, animals with potential of 0 cannot be sold
Yesterday
merge from horse_optims
Yesterday
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
Yesterday
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
Yesterday
merge from horse_optims
Yesterday
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
Yesterday
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
Yesterday
Animal footsteps raycast optims: - On dry terrain, we read the terrain splat map instead of raycasting, one ray every 2 meters to check the animal is still on terrain - If not on terrain (rocks, base, water) we just do one ray instead of 4 - If the animal is in water, we still play the effect past the audible range to make sure you can see the water splash effects 5 wolves running around on grass, 80% less raycasts ~0.115 -> ~0.08 ms
Yesterday
Skip footstep effect spawning and only keep the sound if they're fully invisible It cuts all the effect spawning on grass for all animals Wolf footstep playing in editor: ~0.15ms -> ~0.11ms (this is not applied if music is enabled because aggressive animals footstep effects increase music intensity when nearby)
Yesterday
- Re-add reload - Fix rear turret not aiming down sights properly - Setup viewmodel controllers
Yesterday
Fixed all wild animals in network range casting rays for their footsteps effects regardless of distance (if occlusion culling disabled) We now match the footstep sound def max hearing distance before casting the ray (around 50 meters) Was spending 0.5ms and 1.2KB every frame for 4 animals
Yesterday
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Yesterday
Cherrypick 166476 -> turret_viewmodels
Yesterday
Initial support for mounted turret viewmodels - This will stop PT Boat turrets from having stuttery movement/glitchy rendering
Yesterday
Merge from animal_purchase_sfx
Yesterday
Added the purchase sfx when selling wool or animals
Yesterday
Fix mortar desync
Yesterday
Fixed UICompass copying its mat properties every frame, saves ~0.05ms a frame
Yesterday
Merge from animal_mounting_improvements
Yesterday
Animals now dismount to the closest point of the requesting player Animals will now do a physics check before dismounting, so they won't dismount through a modular car module if the flatbed is positioned between two modules (eg. cockpit<->flatbed<->storage) Added toasts if an animal can't be mounted or dismounted due to these conditions to give players feedback
Yesterday
Prevent FlexVirtualScroll from running its LateUpdate when its parent canvas is disabled. Saves ~0.04ms a frame
Yesterday
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Yesterday
merge from main
Yesterday
Test lists
Yesterday
We now take a screenshot when a client test fails
Yesterday
Better tree tests
Yesterday
Fix tool cupboards still showing on the map if the replicated convar for max TCs is disabled at runtime
Yesterday
merge from render_pipeline_testing
Yesterday
stop deploy guides from rendering into the lighting reflection probe in RRP
Yesterday
Better gun tests
Yesterday
merge fix_mortar_anim
Yesterday
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Yesterday
- Rewrite PT Boat to be in the form of BallistaGun rather than the custom overcomplicated stuff I originally did (shrinks 2000~ line file down to around 300~) - Split BallistaGun off into BaseMountedUseable and BaseMountedWeapon - Cannon is now a BaseMountedWeapon rather than BallistaGun - Mortar is still a cannon - Rename MountedWeapon to PTBoatTurret - Remove shitty weapon set system
Yesterday
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Yesterday
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Yesterday
merge from vm_alloc_fix
Yesterday
fix viewmodel skins no longer working with the allocation fix. skins work again and allocations still fixed
Yesterday
Container tests, opens every container in the game Deleted furnace_static, its unused and cant be opened
Yesterday
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Yesterday
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Yesterday
Description pass and cleanup
Yesterday
Merge from render_pipeline_testing
Yesterday
Fixed an issue with the shadow cascade normal bias, added a cap for it and fixed the fading at the edge of the last cascade. Also fixed an issue with shadows looking too noisy when using medium shadow quality
Yesterday
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Yesterday
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Yesterday
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Yesterday
merge from moo_tweaks