reporust_rebootcancel

129,343 Commits over 4,232 Days - 1.27cph!

2 Months Ago
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
2 Months Ago
improvised walkway stairs 450x150 lods. floating city fender collision and mesh fixes. added skeletonjail mesh for fun. oil rig feet prefab variations. improvised walkway security tower mesh updated, quick collision too.
2 Months Ago
Movement friction tweak in lava.
2 Months Ago
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay
2 Months Ago
Lava modding cubes
2 Months Ago
Some refactoring and fixes, the active entities list are now populated correctly after the server init
2 Months Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
2 Months Ago
update manifest for client testing projectiles
2 Months Ago
remove generic projectiles, disable first-person visuals for entity
2 Months Ago
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
2 Months Ago
Optim: ServerOcclusion - split work in batches and process them serially This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge. Tests: generated and visualized
2 Months Ago
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
2 Months Ago
merge ghostship_timeouts fix to naval_update
2 Months Ago
Disable timeouts on ghost ships
2 Months Ago
Make ghost ship environment volumes dynamic
2 Months Ago
Set dressing on supplies barge
2 Months Ago
Regenerate ConsoleSystem.cs
2 Months Ago
Regenerate ConsoleSystem.cs
2 Months Ago
Make the reticle a prefab since its used in two places now Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
2 Months Ago
crossbow anim update
2 Months Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
2 Months Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
2 Months Ago
re-enable collision with dropped items after short timeout
2 Months Ago
merge from main
2 Months Ago
added foliage displacement to the drone because I kept losing them
2 Months Ago
Merge other fixes from /indirect_instancing
2 Months Ago
Rebase on /main
2 Months Ago
Merge build fix from /indirect_instancing_fixes
2 Months Ago
Restore constant that I removed because I was an idiot.
2 Months Ago
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2 Months Ago
Casino progress Medical barge fixes Fixed broken collider in corrugated_sheet_1x2_c prefab Created no-seaweed lobster trap prefab Slight progress on improvised walkways LODs
2 Months Ago
updated the chainsaw PORC (player override controller)
2 Months Ago
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2 Months Ago
merge from naval_update
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
Merge from /indirect_instancing_fixes
2 Months Ago
Rebase on /main
2 Months Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
2 Months Ago
updated 3p chainsaw anims with correct idle head position
2 Months Ago
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel 4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next. Tests: regenerated and visualized cache
2 Months Ago
merge ghost_ship_bugfixes to naval_update
2 Months Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
2 Months Ago
fix attachpoint assignment, was getting stomped when loading entities from save
2 Months Ago
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
2 Months Ago
Spike Trap SFX fixes and material properties.
2 Months Ago
blueprint fragment world model setup
2 Months Ago
PT LOD Progress
2 Months Ago
Remove decals from server ghostship prefab
2 Months Ago
merge from main