reporust_rebootcancel

129,176 Commits over 4,232 Days - 1.27cph!

1 Year Ago
Markers now default to a number as their name (0,1,2,3,etc) - can toggle behavior with `map_marker_autoname` - can specify the default color for map marker with `map_marker_color` convar - -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
1 Year Ago
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1 Year Ago
merge from halloween24
1 Year Ago
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1 Year Ago
- More logs - Call set tow id with detach
1 Year Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
1 Year Ago
- Additional Logs - Codegen
1 Year Ago
Initial work on seeing the actual tow connection as ropes: - Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches - Horse now syncs the entity id of the entity its towing - Created TowingVisuals class which creates and manages rope connections - Uses FakePhysicsRope to connect up and simulate ropes - Setup base prefab - Setup catapult towing visual connection points
1 Year Ago
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1 Year Ago
Merge: from profiling_improvements Removes boxing allocations in Pool.Get and Pool.Free in Editor context. Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Update: Make Pool capacity waste tracking off by default - Added an editor-only command to enable it, "pool.memory_overhead_tracking_enabled" - Cleaned up implementation a smidge, left a comment explaining where the box is coming from - "pool.print_memory_overhead" skips entries with 0 overhead I couldn't find a way to avoid boxing in a generic call, so I decided to disable this telemetry gathering by default to avoid muddying profiler data. Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
1 Year Ago
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1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
1 Year Ago
merge from AnimalRagdollUpdate
1 Year Ago
Fire fire blocking the wolves unreachable behaviour from triggering
1 Year Ago
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1 Year Ago
Reduces wolf odds of trying to resist fire
1 Year Ago
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1 Year Ago
Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
1 Year Ago
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
1 Year Ago
cleared tunnel obstruction in military_tunnel
1 Year Ago
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1 Year Ago
Added all temperature tea recipes (base ones are placeholder ingredients) Added recipes to mxing table recipe list.
1 Year Ago
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
1 Year Ago
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
1 Year Ago
Remove siege weapon towing from cars
1 Year Ago
Rough ballista, catapult and battering ram crafting cost balacing
1 Year Ago
Tweak timers and distances
1 Year Ago
Can't push siege weapons when standing on it
1 Year Ago
Re-appear delay, convars.
1 Year Ago
S2P military tunnels, powerplant, trainyard, water treatment plant
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Merge from world_update_2
1 Year Ago
save++
1 Year Ago
Setting twist bone setting for player avatar to 0.5 to fix twist bones
1 Year Ago
adjusted improvised shield handle size to make it smaller
1 Year Ago
io arrow + temp input/output materials
1 Year Ago
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
1 Year Ago
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
1 Year Ago
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
1 Year Ago
Use a different syntax for HFSM declaration which results in a more compact and readable tree
1 Year Ago
Renamed SksViewmodel class to MagazineStateViewmodel now that it is being used for multiple weapons Removed the useEmptyAmmoState field on BaseProjectile and exposed it as an option on the MagazineStateViewmodel component (see SetHasAmmoParam) Updated affected weapon viewmodels: t1 smg, sks, semi auto pistol, m92, prototype 17
1 Year Ago
Merge from mission_accept_nre
1 Year Ago
Fixed a case where a player would receive client NRE's if they were talking to an NPC and another player accepted a mission while the original player had the conversation open
1 Year Ago
Merge from binocular_uiscale_fix
1 Year Ago
Merge from main
1 Year Ago
Merge from prefab_replacer_improvements