reporust_rebootcancel

111,231 Commits over 3,928 Days - 1.18cph!

37 Days Ago
jungle_ruins_b first iteration layout added a proxy mesh for the croc to design around
37 Days Ago
- Fixed string equality offset bug in StringView - Double maximum MenuTip length, and truncate post-richtext filter - Removed debugging character from rich text filter.
37 Days Ago
...and EnforceShadowDistanceBounds
37 Days Ago
Fix NRE caused by new scientist missing a component that wolves have
37 Days Ago
Remove old shadow distance
37 Days Ago
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37 Days Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
37 Days Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
37 Days Ago
Remove new detail metallic map from decals to stop errors for now
37 Days Ago
reverting 108949 - caused compilation issues
37 Days Ago
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37 Days Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
37 Days Ago
Clean: further comments Tests: none, trivial change
37 Days Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
37 Days Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
37 Days Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
37 Days Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
37 Days Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
37 Days Ago
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37 Days Ago
Remove redundant allies vislog
37 Days Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
37 Days Ago
Add vislog to confirm that fallback roam EQS works correctly
37 Days Ago
Combining back wheel of ballista base
37 Days Ago
ruin_a backup
37 Days Ago
merge from fix_swamp_water_reflection
37 Days Ago
merge from main
37 Days Ago
prepatch phases, codegen and manifest
37 Days Ago
Fixed asset labels on all new shields, manifest
37 Days Ago
Only apply auto turret behaviour when actively bocking with the shield
37 Days Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
37 Days Ago
Update attack loops on reinforced shield
37 Days Ago
One more delete
37 Days Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
37 Days Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
37 Days Ago
Shore vector fix
37 Days Ago
Test map scene 2
37 Days Ago
Horse proper headlook setup, disabled old headlook
37 Days Ago
Horse mountable blend tree tweaks
37 Days Ago
Test map scene
37 Days Ago
Codegen
37 Days Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
37 Days Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
37 Days Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
37 Days Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
37 Days Ago
Raw anim import
37 Days Ago
Rider galloping pose
37 Days Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
37 Days Ago
Merge from scrap_exchange_dynamic_pricing
37 Days Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
37 Days Ago
Merge from main