reporust_rebootcancel

158,653 Commits over 4,566 Days - 1.45cph!

Yesterday
Merge from main
Yesterday
Merge from Livestock_animals
Yesterday
Only require an infant animal to reach 80% happiness in order to max out potential stat
Yesterday
Add [+firemode] to ReplaceTokens
Yesterday
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2 Days Ago
Merge from main
2 Days Ago
merge from fix_sail_guide_mismatch -> main
2 Days Ago
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2 Days Ago
Optimize network thread's batching overhead slightly - during the end of frame flush only set the last batch sent as "immediate" priority - avoids paying the extra 0.4us to wake the RakNet thread after every single batch sent, instead only paying it once for the entire batch
2 Days Ago
Add unordered batch alongside the ordered one so we keep sending position packets unordered while keeping them batched - my previous commits were incorrect: positions have always been sent unordered
2 Days Ago
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2 Days Ago
Move packet batch from Dictionary -> Connection field
2 Days Ago
main -> mainisland_roaming_scientistboats
2 Days Ago
boat_targetting_improvements -> main
2 Days Ago
Various fixes Add ForceActiveViewmodelAnimatorUpdate to viewmodel anim controller
2 Days Ago
Don't break existing server saves for livestock
2 Days Ago
fix snap settings styling
2 Days Ago
improve demo gizmos, add spotlights and demo toolbar
2 Days Ago
merge from main -> fix_sail_guide_mismatch
2 Days Ago
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2 Days Ago
main -> mainisland_roaming_scientistboats
2 Days Ago
first pass at seagull "groups" - groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land - groups land at "interest points" which are components that can be placed in scenes/prefabs - groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes - if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock" - after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group - individual birds can be shot while in a "group", with ragdolling corpses - also various improvements to flock movement
2 Days Ago
Fix wool and lead armor insert worldmodel outlines
2 Days Ago
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
2 Days Ago
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2 Days Ago
Update: reserialized all Sprite assets, part 10/10
2 Days Ago
Update: reserialized all Sprite assets, part 9/N
2 Days Ago
Update: reserialized all Sprite assets, part 8/N
2 Days Ago
Update: reserialized all Sprite assets, part 7/N
2 Days Ago
Update: reserialized all Sprite assets, part 6/N
2 Days Ago
Final nailgun adjustments
2 Days Ago
Update: reserialized all Sprite assets, part 5/N
2 Days Ago
Update: reserialized all Sprite assets, part 4/N
2 Days Ago
Update: reserialized all Sprite assets, part 3/N
2 Days Ago
Update: reserialized all Sprite assets, part 2/N
2 Days Ago
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
2 Days Ago
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
2 Days Ago
Nail visual projectile tweaks.
2 Days Ago
Tweak on nailgun attack FX.
2 Days Ago
merge from main
2 Days Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
2 Days Ago
Update: refresh server test list Tests: ran my new tests
2 Days Ago
Fix caboose lights missing their volumetric beams the first time you turn them on with the light switch Caused by AmbientLightLOD skipping the first faded toggle after an instant one
2 Days Ago
lamb sprint animation test
2 Days Ago
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
2 Days Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
2 Days Ago
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
2 Days Ago
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2 Days Ago
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
2 Days Ago
merge from cui_blur_fix2