reporust_rebootcancel

137,075 Commits over 4,352 Days - 1.31cph!

Today
merge from boxes_performance_pass
Today
Removed camera leaning towards horse head when galloping
Today
Added horse locomotion playable component, handles the locomotion animation playing and blending only
Today
boxes performance feedback
Today
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
Today
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
Today
setting up salvaged axe refresh prefabs
Yesterday
Rentable Shop Kiosk F - first pass materials WIP
Yesterday
Construction NRE fix
Yesterday
merge from parent boxes_dlc
Yesterday
Idle to walk and walk to idle imports
Yesterday
exported horse walk to idle and idle to walk anims
Yesterday
exported refreshed salvaged axe rig/anims
Yesterday
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
Yesterday
rebase on main
Yesterday
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Yesterday
final 2 individual square steam images on storage_boxes_pack sitem
Yesterday
Fix scientist weapons floating at world origin on server
Yesterday
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Yesterday
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
Yesterday
changed "component" to "storage" on all storage boxes descriptions, started to plug in square steam images to sitem
Yesterday
merge from boxes_dlc
Yesterday
Fixed paint mask normal map settings
Yesterday
Gesture anim updates
Yesterday
cannon anim update and IK adjustments
Yesterday
merge from main
Yesterday
Merge from island_cliff_water_fix
Yesterday
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
Yesterday
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Yesterday
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Yesterday
Added a searchlight debug mode to try and figure out the volumetric animation
Yesterday
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
2 Days Ago
Atmosphere & triggers.
2 Days Ago
Final lighting sans atmos volume & culler.
2 Days Ago
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors. Emission texture tweak.
2 Days Ago
These static candles shouldn't be shadowcasting like that.
3 Days Ago
Lighting prefab.
3 Days Ago
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
3 Days Ago
Lighthouse lighting prefab V2 (not applied)
4 Days Ago
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily
4 Days Ago
merge from deepsea_fixes
4 Days Ago
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4 Days Ago
Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
4 Days Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
4 Days Ago
Apartment complex b progress