reporust_rebootcancel

156,514 Commits over 4,566 Days - 1.43cph!

Yesterday
merge from automated_testing/client
Yesterday
Compile fix
Yesterday
Fix command autocomplete realm sometimes being wrong
Yesterday
merge from automated_testing/client
Yesterday
Updated new tests
Yesterday
merge from main
Yesterday
merge from main
Yesterday
renamed skull wall light folder to skull wall lamp, rebuilt manifest, updated engine.json for spooky decor bundle, added temporary store icons
Yesterday
Merge from livestock_potential
Yesterday
Fixed failing tests
Yesterday
Merge from light_fixes
Yesterday
Fix prefabID on c
Yesterday
merge from ghostshiptodlighting
Yesterday
Reapply the stomped test testlist
Yesterday
merge from Livestock_animals/livestock_hotfixes/playercolliders/trigger_pushback
Yesterday
merge from main stomped TestLivestockPrefabs
Yesterday
merge from storepage_plaguedoctor
Yesterday
merge from cargolightingfix
Yesterday
merge from elevatorlightfix
Yesterday
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Yesterday
Wire and decal pass for Small Random Room K. Fixed broken boiler room prefab links.
Yesterday
merge from world_setup_hierarchy
Yesterday
Fix light c and d wiring: All lights were referencing the red light
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
stronger recursion checks
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Merge from cctv_postfx_fixes
Yesterday
Fix cctv blur fade and adjust colour mixer to match BIRP
Yesterday
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Yesterday
Merge from livestock_potential
Yesterday
Cap potential if the animal has no mother (found in wild/bought from vendor) You will only be able to sell the subsequent generation of animals Configurable with livestock.potentialUnbredCap
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