reporust_rebootcancel

133,156 Commits over 4,293 Days - 1.29cph!

9 Months Ago
Vine ddraw debug stuff
9 Months Ago
Fix delayed triggers after repositioning.
9 Months Ago
Bunch of refactoring. Fix double strikes. Reduce reposition delay.
9 Months Ago
Setup LOD on vine line renderer
9 Months Ago
Clamp max vine length
9 Months Ago
Applied same fix to double wood door, double armored door and factory door (not working atm)
9 Months Ago
Fixed doors and garage door gibs not being skinned
9 Months Ago
Merge from hackweek_reduce_copies_2
9 Months Ago
Merge from main again
9 Months Ago
Update protobuf code generator (added back ReadUInt64 overload for array/span)
9 Months Ago
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
9 Months Ago
Merge from main
9 Months Ago
merge from io_networkcache
9 Months Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
9 Months Ago
Update wolf night eyes effect
9 Months Ago
Re-enabled network cache on RF and RC entities, not needed anymore
9 Months Ago
Enable croc eyes shining in the dark
9 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
9 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
9 Months Ago
Face towards player when re-appearing
9 Months Ago
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9 Months Ago
Merge from jungle_update
9 Months Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
9 Months Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
9 Months Ago
Fixed vine renderers not spawning on proc gen
9 Months Ago
merge from high_walls_skins
9 Months Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
9 Months Ago
Merge from jungle_update
9 Months Ago
Obscure vision overlay improvements
9 Months Ago
Merge from blowpipe
9 Months Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
9 Months Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
9 Months Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
9 Months Ago
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9 Months Ago
Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
9 Months Ago
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9 Months Ago
Fix too few crocs and tigers, new spawning filter
9 Months Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
9 Months Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead
9 Months Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
9 Months Ago
Missed Snake Spoiled Meat Material file
9 Months Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
9 Months Ago
Added ladder trigger volume to zigg water tank
9 Months Ago
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9 Months Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
9 Months Ago
More leap fixes
9 Months Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
9 Months Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
9 Months Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
9 Months Ago
Leap animator fixes