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128,625 Commits over 4,201 Days - 1.28cph!

1 Year Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
1 Year Ago
Update: Adding missing ChangeLOD profiling annotation Tests: loaded 6k world and found it in profile data
1 Year Ago
Update: Annotating all VehicleFixedUpdate calls - Replacing existing Profiler.BeginSample with TimeWarning - Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile) Tests: loaded 6k world and looked through the profiling info
1 Year Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
1 Year Ago
merge from main/Halloween24
1 Year Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
1 Year Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
1 Year Ago
merge from military_tunnels_nvg_outfits -> main
1 Year Ago
S2P military tunnels
1 Year Ago
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs - only an appearance change: same health, loot & weapons as before
1 Year Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
1 Year Ago
Add loadout for NVG military scientist outfit
1 Year Ago
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
1 Year Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
1 Year Ago
Missed file
1 Year Ago
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1 Year Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
1 Year Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
1 Year Ago
Added fx effects to all of the battering rams wheels
1 Year Ago
merge from fix_quarry_animator_lod -> main
1 Year Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
1 Year Ago
Updating hold types with new animations
1 Year Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
1 Year Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
1 Year Ago
Merge from fix_quarry_animator_lod -> main
1 Year Ago
S2P quarries
1 Year Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
1 Year Ago
missing TowingJointBreakDebug file
1 Year Ago
Move the graphics settings in the options menu into a standalone prefab Render TweakUIDropdown as a dropdown in the preset editor
1 Year Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
1 Year Ago
Show a colour in the Preset select editor
1 Year Ago
Added TowConfig to ballista Prevent mounting and dismount any mounted player when towed
1 Year Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
1 Year Ago
Merge from main
1 Year Ago
Merge from teleportpos_improvements
1 Year Ago
fixed negative scale on dracula cape worldmodel collider
1 Year Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
1 Year Ago
Merge from main
1 Year Ago
server-only compile fix
1 Year Ago
client-only compile fixes
1 Year Ago
wip io research table
1 Year Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
1 Year Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
1 Year Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
1 Year Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
1 Year Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
1 Year Ago
viewmodel - ammo state/ choosing correct reload states
1 Year Ago
more towing strength adjustment
1 Year Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
1 Year Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down