reporust_rebootcancel

128,815 Commits over 4,232 Days - 1.27cph!

10 Months Ago
Forgot a file
10 Months Ago
Closed battering ram cockpit door Scaled up the wheel a lil bit and added suspension Fixed battering ram not using its VehicleChassisVisuals Updated BatteringRamVisuals to move the axles Cleaned up BaseSiegeWeaponVisuals
10 Months Ago
Updating more player seeds to v4 rig
10 Months Ago
fixed slight gaps around wall frame semi circle on swirling wallframe
10 Months Ago
merge from main -> primitive_gm
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
10 Months Ago
Fixing scoop not being skinned on battering ram
10 Months Ago
merge from primitive -> primitive_gm
10 Months Ago
updated minicrossbow 3p anims to match viewmodel
10 Months Ago
Clean: DemoServer - removing custom tick vizualization logic It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning Tests: editor compiled in Server mode
10 Months Ago
Updated catapult world colliders, tweaked wheels stiffness
10 Months Ago
Update: ServerDemoPlayer - players now move based on tick history - Added recording of userIds to full server demos (need to match against players in saves) - Added a callback for when world loading is done to do any additional logic (in demo case, matching players) Tests: played back a 30s demo from Craggy
10 Months Ago
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10 Months Ago
- Experiments with ballista - Missing prefabs
10 Months Ago
Fixed ballista reload end sound not playing
10 Months Ago
merge from main
10 Months Ago
made minicrossbow reload anims quicker, from 97 frames to 70 frames
10 Months Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
10 Months Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
10 Months Ago
Fixed ballista audio, had fun with animation events and cycle offset animation
10 Months Ago
Updating battering ram rig with new uvs
10 Months Ago
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10 Months Ago
Fix tiger anim pops when sleeping and roaming
10 Months Ago
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
10 Months Ago
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population Add `delete_all_populations` to delete all entities inside every spawn population
10 Months Ago
merge from garage_door_wire_fix
10 Months Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
10 Months Ago
Increased ballista textures aniso level, less blurry in first person view
10 Months Ago
primitive -> 4ShotMiniCrossbow
10 Months Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
10 Months Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
10 Months Ago
Updated Pie Materials and Increase Pie AO Texture Map
10 Months Ago
merge from primitive_gm -> primitive
10 Months Ago
Fix NRE on server startup by removing the balancing of spawn population weights - trust that the convars will be set early enough in startup - worst case the weights will even themselves out as players consume resources
10 Months Ago
merge from primitive -> primitive_gm
10 Months Ago
Remove unused max walking speed
10 Months Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
10 Months Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
10 Months Ago
Update: ServerDemoPlayer - now loads a save associated with the chunk Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next. Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
10 Months Ago
Rotated Crossbow worldmodel again
10 Months Ago
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0. Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
10 Months Ago
Added right click method to print out npc vending orders into a nice text format
10 Months Ago
Baseline
10 Months Ago
Ensured the rest of the siege towers are in the correct bundle
10 Months Ago
Ensured siege tower is in the correct content bundle
10 Months Ago
Added missing label to siege tower (was preventing it from being picked up on manifest build)