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111,286 Commits over 3,928 Days - 1.18cph!

3 Months 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)
3 Months Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
3 Months Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
3 Months Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
3 Months Ago
viewmodel - ammo state/ choosing correct reload states
3 Months Ago
more towing strength adjustment
3 Months Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
3 Months Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
3 Months Ago
Move the shield to the back while reloading a projectile weapon
3 Months Ago
Can't use the ram without starting the engine
3 Months Ago
Recache the viewmodel renderers Added a deploy delay so the player can't block immediately while the deploy anim is playing
3 Months Ago
viewmodel renderer setup
3 Months Ago
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
3 Months Ago
Removed allowedItems list from Mailbox, this list is now in StorageContainer
3 Months Ago
Better catapult colliders, added lootpanel prefab
3 Months Ago
Added worldmodel prefab and icon
3 Months Ago
merge from fix_quarry_animator_lod -> main
3 Months Ago
added 3p shield impact melee and impact ranged anims to player animation.controller
3 Months Ago
Added a "Save pose as..." button to the Pose Tool to avoid haing to copy+paste an existing pose and overwrite it Added Undo support when using the load selection from file button
3 Months Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
3 Months Ago
halved twoing joint break strength
3 Months Ago
merge from main
3 Months Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
3 Months Ago
Removed some logs in the DuplicateTimeline tool that printed every time the cinematic tool dropdown was opened LODStripper will now delete any objects with LOD1, LOD2, LOD3 or LOD4 in the name, even if they aren't assigned to a LOD group or RendererLOD
3 Months Ago
Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
3 Months Ago
Merge: from main Tests: built all modes locally
3 Months Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
3 Months Ago
Merge from ai_wolf_iteration
3 Months Ago
Fux compile errors
3 Months Ago
server compile fix
3 Months Ago
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3 Months Ago
Buildfix: Hide DDraw calls behind CLIENT Tests: checked all build modes
3 Months Ago
Update: DDrawAIDataPoints is an editor server var (instead of client) - Also fixed formatting and borked whitespace on one line This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing). Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
3 Months Ago
Adjusted battering ram and ballista mount positions
3 Months Ago
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate - Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step) - Will reconcile the client cmd line arg but server logic in next CL This wins us 5.5ms on 6k procedural map in editor Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
3 Months Ago
SimpleVehicleVisuals server compile fix
3 Months Ago
Merge from ai_wolf_iteration
3 Months Ago
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3 Months Ago
Make wolf foundation jump more consistent
3 Months Ago
Added melee and ranged shield impact slots to player model and viewmodel animators
3 Months Ago
edited shield entity positions so the shields sit correctly in the hands
3 Months Ago
Can no longer sprint while blocking with a shield Fixed blocking flag not being applied on server
3 Months Ago
Battering ram player model IK setup, added placeholder steering wheel
3 Months Ago
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
3 Months Ago
Merge from cctv_shoot_disable -> main
3 Months Ago
merge from ghost_sheet_fixes
3 Months Ago
set bike and horse mountables to animate cloth in worldspace
3 Months Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
3 Months Ago
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
3 Months Ago
Merge from main