reporust_rebootcancel

140,423 Commits over 4,536 Days - 1.29cph!

Today
Reduce minRegionSizeMeters for navmesh to not nuke small regions, fixing "no navmesh on bandit watch towers", need a better fix in the future
Today
Added support for rendering layer masks between renderers and lights
Today
Rifle Anim events Update Convert existing per-LOD Hide/Show into HideLods/ShowLods (162612), which is used on the crystal ak. Converts world model magazine/attachment visibility events from four separate Hide/Show calls (one per LOD0-3) to a single HideLods/ShowLods call on LOD0, per the new engine support in 162612. Fixed on all ak rifles, lr300 (and space skin), m16a2, m249, hmlmg, smg & thompson. 17 files updated.
Today
Fix scientists going through unopenable doors (new navmesh, the puzzle doors)
- New tuning dials (release types, origin types, offset types) - Setup flare with immediate mode - Clearup predicted prefab if its turned off on do prepare of an object
Today
Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
Today
- Old cows will go to sleep and die peacefully, instead of player the combat death anim when dying of old age - Cows get slower as they age, they also stay closer to home - Cows can lie down just to chill, old cows chill more than normal - When night falls, cows regroup and sleep together, some cows are early risers and some like to wake up late - Hook sheep and lamb corpses - Hook the death anims with forward momentum that are played when animals are killed while they are running - Fix ai.fillHungerlivestock doing the opposite of what it says - Fix cows never getting hungry or thirsty after feeding or drinking once, or getting full from one single grazing - Fix cows being unable to find food after grazing once, because they search radius was smaller than the "overgrazed" marking - Make cows roam less they seemed more like a pack of wolf than chilling cows
Today
sandbag barricade half and three quarter height variants two new deployed prefabs built from barricade.sandbags, same footprint and material so skins work with it no cull like the other barricades setup collision meshes for each, deploy volumes, nav obstacle and prevent_building box scaled to height half height has its own gibs, three quarter shares the original gibs as they match perfectly own prefab ids, manifest and english phrases regenerated construction info named per variant ready
Today
Cow get hit animation updates
- Client predicted throwables now auto create a .predicted prefab which autobakes and handles all of the required prediction backend in DoPrepare - Added pooling support to predicted entities - Generated .predicted versions of all the main grenades etc - Grab a bunch of data in preprocess to avoid having to get it at runtime
Missing files
Today
undo throw offset
Today
Update: bring over crystalar store prefabs, setup with dynamic refs - fix a bug with property drawer not being able to handle null/no selection - run bundle assignation script Tests: navigated through store in editor, saw it there. clicked to it's page, all sprites and vids were there
Today
Adding my local SW
Today
Cow and sheep animation clip fix's
Today
merge from main
Today
LOD chain fixes from across 57 prefabs 6 meshes left in the cull slot now cull: snow mound, launch site floodlights, office block, planter soil, debris pillar, xmas coal pile 2 assets had holes in their lod chain meaning they would pop out of existence, now filled: wall.third.stone showed nothing 25-45m, junkyard bradley had no LOD0 12 out-of-order chains: cave gravel + 19 ruins copies, excavator railings, sphere tank pipes/core/ropes, launch site stairs, ziggurat pipes, trawler guard rails 34 last LODs that never drew given their own band: fridge, fuel tank, plant pots + 9 cabin copies, cooling tower rubble, powerline platforms, carpark, crew building, range bridges, oilrig top, gun racks, medieval doors 3 duplicate states that did nothing removed: hanging tarp, casino signs will need someone to check over and do a s2p
Today
Fix a floating light on large oilrig, S2P
Today
Remove the reflection hack now i've added haptic support to FP SW (locally for now)
Yesterday
Updated the GBuffer pass to use the new render graph raster pass API
Yesterday
Crystal AR - texture updates
Yesterday
fix merge
Yesterday
Merge: from main - some bits were manually resolved, will need updating menu prefabs
Yesterday
Updating glass ak world model rig
Yesterday
Downgrade bradley "Returning default interest zone" error to warning
Yesterday
Crystal AK - updated worldmodel mesh with more realistic pieces
Yesterday
Merge from main
Yesterday
Sheep and lamb ragdolls
Yesterday
Calf corpses
Yesterday
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
Yesterday
Cow ragdoll joint improvements
Yesterday
Fix arrowheads being missing when equipping a pre-loaded crossbow
Yesterday
Compile fix
Yesterday
- Split logic into a seperate .Prediction file - Revert RIgidbodyInfo (not needed anymore) - Move a bunch of bake processing into DoPrepare - Send client simulated projectile at animator speed by sampling last few animator frames - Add support for flares/molotov effects - disable the real entities effects
Yesterday
merge from render_pipeline_testing
Yesterday
fix RRP having been force default enabled
Yesterday
- Add a cooldown to the livestock flee trigger so one hit cannot re-fire it through randomIdle or chargeRun - Back off strayed-from-mother and strayed-from-herd for 15 s after a failed walk back - Require a reachable trough or barrel before it wins over grass or shore - Add RegroupSearchRadius so cows can find a herd further than the stray distance - Only send a staggered bull into flee when the hold-ground rule says he would run - Sample two rings and take the nearest spot in the grass and water searches - Record herd distress only when there is an attacker, and spend it on the first charge - Back off the mate search when nobody is found or the female is unreachable - Throttle the shore search after a miss, mirroring the grass search - Collapse graze and drink into shared consume transition and state classes - Share one speed ramp helper across follow, consume, mating and return walks - Add IsHerdMate, IsDependent and a centred FindNearestDependent, and use them everywhere - Wrap the remaining client-compiled FSM members in #if SERVER
Yesterday
Machete first pass refresh anims
Yesterday
sea turtle idle and swim animation
Yesterday
Deploy guides for the 21 heaviest guideMesh deployables switched from LOD0 to LOD1 in the Deployable component, guide tris 209,286 -> 89,540. Furnaces, computer station, lab chair, barrels, kayak, piano, medieval box, jukebox, scarecrow, purifier, repair bench, water catcher, fish trap, table lamp, hazmat plushy, standing mirror.
Yesterday
Fix cows not fleeing sometimes, add tests for bull and cows behaviour
Yesterday
Optimised Small_Engine and SteeringWheel_Tier2 deploy guides. Small engine guide now uses LOD2, tris 23699 -> 5288 Steering wheel guide combined into one mesh from the LOD1 base and wheel, renderers 2 -> 1, guide draws 2 -> 1, tris 11162 -> 4929
Yesterday
Use weapon recoil values to drive haptic rumble duration/strength
Yesterday
spotlight tripod guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 4 -> 2, built from the LOD1 parts so 7.6k tris -> 3.8k looks exactly the same
Yesterday
Fix super fast acceleration on cows and sheep
Yesterday
Crystal AR glass material tweaks
Yesterday
tier 3 workbench guide combined into one mesh and one renderer. Renderers 3 -> 1, guide draws 3 -> 1, built from the LOD1 parts and tidied in blender so 7.1k tris -> 2.9k, on the shared guide_opaque material
Yesterday
Bull can kick and charge, protects the herd and moves between you and them. Can play toreador with the bull like with the croc. Herd sticks together when in danger instead of scattering. Fix cows decelerating instantly.
Yesterday
wind turbine guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 20 -> 8, rebuilt from the LOD1 parts in blender so 20.9k tris -> 8.2k
Yesterday
Codegen