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121,444 Commits over 4,018 Days - 1.26cph!

48 Days Ago
Added more working weapons to v4 loadout + ammo
48 Days Ago
updated slight model offset in rock entity
48 Days Ago
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
48 Days Ago
merge from main
48 Days Ago
Kill the boomerang properly on hit
48 Days Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
48 Days Ago
Boomerang rotation now based on its speed
48 Days Ago
fix indices > 16 bits, allow null materials (omits submesh)
48 Days Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
48 Days Ago
Get proper hit material from ray
48 Days Ago
anim fixes for lr300
48 Days Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
48 Days Ago
merge from premium_servers
48 Days Ago
cherrypicking 116479
48 Days Ago
Update: converting GetWaterLevels to indirect form - Like previous CL, operates on an internal forward dummy range - sprinkled ReadOnly accessors in prep for clean up Time to start bridging the indices across the calls. Tests: unit tests
48 Days Ago
main -> boomerang
48 Days Ago
bee_rebalance -> main
48 Days Ago
Balance multiswarm damage
48 Days Ago
Update hit animation frame range to remove double swing
48 Days Ago
Update: converting GetWaterInfos to indirect form - Not propagating indirection params yet - running on dummy forward range - Sprinkled ReadOnly usage in prep for cleanup Tests: ran unit tests
48 Days Ago
Working rebalance for single swarm attacks
48 Days Ago
Merge from blowpipe
48 Days Ago
Ensured time since spawned swarm is set on init properly
48 Days Ago
48 Days Ago
Update: make GetWaterFactors internal NativeArrays persistent Tests: unit tests
48 Days Ago
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
48 Days Ago
Fix editor spawning two bee swarms at once
48 Days Ago
Optim: prepare params for WAterLevel.GetWaterInfos using a burst job Helps shrink the managed loop, and gives us minor savings - about 0.5ms for 10k case. Also prepares us last indirect conversion. Tests: ran unit tests Tests:
48 Days Ago
fixes for shake from deploy to idle on ak
48 Days Ago
weapon updates
48 Days Ago
Optim: GetWaterFactors now maintains a stable transform cache - We now use a burst job to gather transform info for all players (ends up being fast enough to not care) - Updated perf test to count for a "warmup" run, since we incrementally build the transform cache Previous updates slowed down code from 9ms to 12ms, this optim brings us back to ~7ms for 10k cases and enables more optims Tests: unit tests
48 Days Ago
Merge from jungle_update
48 Days Ago
Constrain croc and tiger to jungle biome Increase croc population
48 Days Ago
Fix compile error
48 Days Ago
Syntax error
48 Days Ago
Hazmats still nullify all damage coming in from bee stings (stab damage)
48 Days Ago
Merge from jungle_update
48 Days Ago
Merge from crocodile + tiger
48 Days Ago
Fixed incorrect PremiumClientCache refresh delay
48 Days Ago
Merge from main
48 Days Ago
Fix warning spam on tiger Remove test script from craggy
48 Days Ago
rocket factory model changes against boosting
48 Days Ago
Most clothing will now provide some resistance against Bees, resulting in substantially lower damage per second (bees now do standard stab damage rather than bee sting damage)
48 Days Ago
merge from main
48 Days Ago
temporarily reverted combat knife invert so we can debug the workshop tool before any fixes
49 Days Ago
Update: rewrite FinalizeTickParallel in indirect form - GetWaterFactors interface adapted to take indices, but internals are still in gather->process->scatter - Expanded TestWaterFactorsConsistency to cover for various indirection scenarios This simplifies the internals of FinalizeTickParallel and allows for more Burst jobs, but also allows for conversion of GetWaterFactors in indirect mode and state caching. Tests: unit tests + mul-tiple server demo playback (numbers within range)
49 Days Ago
added wood dart to viewmodel projectile and worldmodel setup etc
49 Days Ago
Set usable in turrets. Added muzzle point.
49 Days Ago
edited crocodile swim idle height/pose and made an additive mouth open pose for walk forwards
49 Days Ago
ibc texture brightness tweak