reporust_rebootcancel

130,057 Commits over 4,232 Days - 1.28cph!

10 Days Ago
Setup data structures to store more detailed packet information, this will be stored and handled locally rather than being sent off for analytics. Data will be stored in a big ass circular buffer that we can then sort through to do the analytics. These include: - Basic data we stored before (byte size, type, etc) - Associated entity with the packet - Optional full packet data - Timestamp
10 Days Ago
Merge from main
10 Days Ago
Started adding descriptions to all the existing tests, + some cleanup
10 Days Ago
CargoShip.UpdateMovement NRE fix
10 Days Ago
More NRE fixes - lods were swapping before seat ref was established
10 Days Ago
10 Days Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
10 Days Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
11 Days Ago
Hat light improvements and optimizations.
11 Days Ago
Birthday cake candle flame always points up and reacts to movement. The game is good now.
11 Days Ago
Comments and cleanup
12 Days Ago
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
12 Days Ago
Support custom colours for balloon particle pop FX
12 Days Ago
Paintball Gun - Viewmodel, ammo model, bake
12 Days Ago
balloon pack steam item and hooked up item definitions to unlock
12 Days Ago
turret_head_animations -> naval_update
12 Days Ago
Another compile fix
12 Days Ago
Fixed compile errors
12 Days Ago
removed anim events sfx from m4 shotgun idle anim
12 Days Ago
turret_head_animations -> naval_update
12 Days Ago
Stop the reload animations of a turret if you hop off
12 Days Ago
3p smg anims updated with corect spine position
12 Days Ago
Fix some issues with my one shot cancellation
12 Days Ago
Stop current player one shot if mounting or dismounting
12 Days Ago
Made front turret way smoother to look around with
12 Days Ago
3p boat steering tests - added Steering_Boat mountpose enum - added placeholder player sitting pose - added steering anim to player animator - set steering deployable to use pose, updated mount position
12 Days Ago
Rear turret eye adjustment to remove clipping
12 Days Ago
3p bolt rifle anims updated so finger does not clip through the gun
12 Days Ago
set up wind stings and general improvements on the ambience volumes and triggerers
12 Days Ago
naval_update -> turret_head_animations
12 Days Ago
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
12 Days Ago
Added multi-line support for balloon text editing
12 Days Ago
moved some vertex processing into multi-threaded generation
12 Days Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
12 Days Ago
export spas shotgun anims with correct spine position
12 Days Ago
IO line are switched to LOD dynamic when their IO ent is parented to something
12 Days Ago
More IO prefabs deployable on Large Vehicle layer
12 Days Ago
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12 Days Ago
set up birthday hat to be skinnable of candle hat
12 Days Ago
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
12 Days Ago
added gib material with emit disabled
12 Days Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
12 Days Ago
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
12 Days Ago
multi_drop_nre_fix -> main
12 Days Ago
merge from main
12 Days Ago
add printouts
12 Days Ago
added matrix lods, gibs, material adjusted and updated prefab
12 Days Ago
Medical syringe animation polish pass
12 Days Ago
Hat texture size pass. Flame replacement (still wonky atm in this commit)
12 Days Ago
Merge: from spectate_command_fix - Bugfix for spectate doing nothing when spectating far-away player - Bugfix for error on respawn after spectate if previously didn't have a spectate target Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues