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137,589 Commits over 4,352 Days - 1.32cph!

1 Year Ago
cable gantry fixes, lods, collision and prefabs
1 Year 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
1 Year Ago
Phrases update
1 Year Ago
Fixed construction collisions for al rustige eggs
1 Year Ago
Logic gates Codelock files Scene backup
1 Year Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
1 Year Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
1 Year 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
1 Year 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
1 Year Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
1 Year Ago
Update: Don't pad last column Tests: ran unit tests
1 Year Ago
merge from Player_Seed_EyePositions
1 Year Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
1 Year Ago
updated backpack offsets for some weapons
1 Year 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
1 Year 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
1 Year Ago
Fixed spelling of re'ceive on teas
1 Year Ago
Fixed right eye being flipped upside down
1 Year 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
1 Year Ago
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
1 Year Ago
all gestures anims use v4RustPlayerMask
1 Year Ago
Missed Materials Files
1 Year Ago
Updated missing skinsets with eyepositions
1 Year Ago
Added Second Water Treatment Tank Packed Mask Material
1 Year Ago
v4 holdtype anims use v4RustPlayerMask
1 Year Ago
backup
1 Year Ago
Added New Water Treatment Tank Model and Pump Textures and Material
1 Year Ago
unarmed anims use v4RustPlayerMask
1 Year Ago
Compile errors
1 Year Ago
beehive_fixes -> main
1 Year 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
1 Year Ago
Player seed updates
1 Year 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
1 Year Ago
Missing status panel files
1 Year 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
1 Year Ago
Removed Old Water Treatment Tank Materials, Textures and Model
1 Year Ago
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
1 Year Ago
Update: moved player caching to FinalizeTickParallel Tests: ran unit tests and played back server staging demo twice - numbers match expected range
1 Year Ago
texture resizing
1 Year Ago
obsidian tool viewmodel and worldmodel added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel hooked everything up
1 Year Ago
bee_rebalance -> main
1 Year Ago
Rebalanced multiple and single bee swarm damage
1 Year Ago
Missed files
1 Year Ago
Fixed environment volume server compile errors
1 Year Ago
Prevent bee damage (no matter what damage type it is) from bleeding
1 Year Ago
Further environment volume optimizations
1 Year Ago
Update: add an extra profiling scope Tests: ran the perf test
1 Year Ago
override controller updates
1 Year 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