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124,002 Commits over 4,171 Days - 1.24cph!

11 Months Ago
exported edited 3p shield idle pose anim
11 Months Ago
Restored battering ram model position
11 Months Ago
Update: TreeToolRenderer can visualize newly created trees - Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
11 Months Ago
Ballista reloading fixes and cleanup
11 Months Ago
player animator update plus idle pose
11 Months Ago
Snakes now slowly turn to face in-range players. Client-only visual triggers, notifications and optimisations.
11 Months Ago
updated holster position for metal shield
11 Months Ago
Added a very first pass of door controller tests using copypaste to load pre-built circuits
11 Months Ago
voice_chat_cctv -> main
11 Months Ago
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11 Months Ago
Add `downloadpaste <url> <name>` command - default to using the filename in the url - can override name if it is going to overwrite the paste Add `renamepaste <old> <new>` and `deletepaste <name>` commands - allows you to rename pastes after you download or want to reorganize - can delete if needed too Add `upgrade_looking` and `skin_looking` commands - same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you - easier way to upgrades in front of you - will only search directly attached building blocks, won't handle external TCs - add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
11 Months Ago
Update: TreeToolRenderer can track modifications to existing trees - replaces previously half-working OnToolGUI Tests: on swamp_a, modified tree's prefab - saw visuals change
11 Months Ago
file naming and organising
11 Months Ago
Rock - Override controller updated to use v3 anims
11 Months Ago
Clean: remove unnecessary event callback for TreeToolRenderer Tests: reopened swamp_a
11 Months Ago
assigned shield 3p anims on player animation controller and edited metal shield position in its entity
11 Months Ago
Bugfix: Restoring kayak to version from 105500 It got missmerged into nothing(empty prefab), even though it should've automerged Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
11 Months Ago
Update: TreeToolRenderer only runs on prefab scenes Tests: loaded up swamp_a - trees were visible.
11 Months Ago
Trigger fixes. Remove log spam.
11 Months Ago
merge from main
11 Months Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
11 Months Ago
Update: move TreeEntityEditor closer to Resource Editor folder It was in a generic editor folder previously, and we have a specialized folder now Tests: loaded up swamp_a monument and checked gizmos still draw
11 Months Ago
Optim: Replace TreeEntity.Update with a an editor-only renderer - Handled by an EditorTool(work in progress, doesn't track all changes to the scene) This wins back 16ms on a 6k world in editor. Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
11 Months Ago
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
11 Months Ago
Merge from copypaste -> main
11 Months Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
11 Months Ago
Add ability to undo pastes with `undopaste` command - only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
11 Months Ago
second noise layer for coverage
11 Months Ago
Adding new player anims
11 Months Ago
Allow pasting directly from name - `paste cars1` will load "cars1" and paste it while persisting current clipboard Filter entities when pasting instead of copying (allows you to change filters after copying a single time) - change convars from "copy_npcs" to "paste_npcs" - filter entities that have no parent when pasting - add option to filter vehicles
11 Months Ago
Client trigger, art root setup. Initial basic facing nearest player logic.
11 Months Ago
setup admire anim for metal shield
11 Months Ago
Codegen
11 Months Ago
Snakes can now reposition after striking. Added variables and convars for reposition chance, min/max radius and multipliers.
11 Months Ago
Merge: from main Tests: none
11 Months Ago
Merge: from requesttrees_spike This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server. Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
11 Months Ago
merge from kayak_perf_fix
11 Months Ago
merge from icesheet_fix
11 Months Ago
Merge: from main Tests: none
11 Months Ago
merge from oases_topology_fixes
11 Months Ago
merge from optimize_hbhf
11 Months Ago
merge from voice_chat_cctv
11 Months Ago
Merge from main
11 Months Ago
merge from nuking_old_cliffs_in monuments
11 Months Ago
merge from main
11 Months Ago
Large surface tuning
11 Months Ago
Merge from main
11 Months Ago
Iterating. Large wall variant.
11 Months Ago
Add refresh button to the top of the era editor to refresh all items - used if you change prefabs without using GUI