reporust_rebootcancel

111,265 Commits over 3,928 Days - 1.18cph!

3 Months Ago
merge from launchsite_flow_fix
3 Months Ago
merge from dpv_fixes
3 Months Ago
merge to main surrendering_duck
3 Months Ago
merge from frontier_hatchet_bc_fixes
3 Months Ago
merge from hempcolor
3 Months Ago
Merge from main
3 Months Ago
Merge from thirdperson_orbit_cam
3 Months Ago
Merge from main
3 Months Ago
WIP
3 Months Ago
Fixed some duplicate arms
3 Months Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
3 Months Ago
Backups
3 Months Ago
Merge from main
3 Months Ago
Added orbit camera to third person camera view for devs/admins. Hold alt when using third person camera to use. Mousewheel zooms in out.
3 Months Ago
Male head B rig V3
3 Months Ago
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3 Months Ago
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3 Months Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
3 Months Ago
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3 Months Ago
Fix animals walking through crates and barrels
3 Months Ago
Fix wooden covers not carving navmesh
3 Months Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
3 Months Ago
setting up metal shield viewmodel
3 Months Ago
Undo: auto-reference of PerformanceTesting lib Trying out a different approach Tests: none
3 Months Ago
Activated towing on all siege weapons
3 Months Ago
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3 Months Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
3 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
3 Months Ago
4 shot mini crossbow folder setup & basic blockout / grey box
3 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
3 Months Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
3 Months Ago
Merge: from main Tests: none
3 Months Ago
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3 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
3 Months Ago
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3 Months Ago
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3 Months Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
3 Months Ago
Updated Wooden Shield Textures Updated Wooden Shield World Model and View Model to have better strap positions
3 Months Ago
Merge: from requesttrees_spike Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars. Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
3 Months Ago
Rig V3 setup
3 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
3 Months Ago
Restrcting player seeds to single model for now
3 Months Ago
Update: Log TreeManager's treaming grid dimension on init - Available as part of Network level 1 logging Tests: booted in editor with server-only mode
3 Months Ago
Merge: from main Tests: editor boot
3 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
3 Months Ago
Update: Use RustLog instead of debug log in TreeManager - Also fixed a minor bug that would not display full timing accuracy for old method - Moved logs to level 1 of Network (was 2) Tests: enabled network logs and tried with tree streaming enabled/disabled
3 Months Ago
Update: adding doc string to Pool.FreeUnmanaged(ref Stopwatch) Tests: none, trivial change
3 Months Ago
Optim: avoid StopWatch allocations via Pooling Tests: on Craggy flew out until only impostors visible