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124,057 Commits over 4,171 Days - 1.24cph!

1 Year Ago
Moving everything to occlusion volumes WIP. Static candle prefabs support volumes.
1 Year Ago
Bike Cargoship Parent -> Main
1 Year Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
1 Year Ago
Only bother getting the trigger parent component should the bike have a driver
1 Year Ago
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
1 Year Ago
Merge from main
1 Year Ago
Remove hotreload plugin
1 Year Ago
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
1 Year Ago
Optim: reimplementing List.Compare to use an inplace algorithm Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected). Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
1 Year Ago
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
1 Year Ago
underwater_divesites scene playable in editor
1 Year Ago
exported wolf run turnleft 150 to run test anim
1 Year Ago
merge from BurstClothFixes
1 Year Ago
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
1 Year Ago
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
1 Year Ago
small ocean wreck buoy initial prefab setup LODs
1 Year Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values
1 Year Ago
divesite latest
1 Year Ago
Fixed ConversationManager Update NRE
1 Year Ago
merge from main
1 Year Ago
Merge Cargoship Log Spam Fix -> Main
1 Year Ago
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
1 Year Ago
Client compile fix, code cleanup
1 Year Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
1 Year Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items
1 Year Ago
Prefab tweaks
1 Year Ago
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
1 Year Ago
Update: Adding Pool.FreeUnmanaged overload for MemoryStream Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env. Tests: build only in editor, all targets
1 Year Ago
Wire deployment cancel condition
1 Year Ago
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T> Tests: trivial change, so only built Client+Server
1 Year Ago
LODs prefab update
1 Year Ago
merge from main
1 Year Ago
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
1 Year Ago
merge from mountable_rotation_fix
1 Year Ago
merge from fix_convar_defaults_server
1 Year Ago
merge from optimize_prewarm_doors
1 Year Ago
merge from triggerbase_fix
1 Year Ago
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
1 Year Ago
Temp model Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
1 Year Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
1 Year Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
1 Year Ago
Let bike driver wield items
1 Year Ago
Updated third and first person animations for rock paper scissors gesture.
1 Year Ago
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1 Year Ago
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1 Year Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
1 Year Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
1 Year Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
1 Year Ago
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.