reporust_rebootcancel

136,957 Commits over 4,352 Days - 1.31cph!

1 Year Ago
merge from alt_food_stacking_rule
1 Year Ago
merge from cookingworkbench_fix
1 Year Ago
merge from mixing_table_ui_fix
1 Year Ago
merge from harvesting_tea_fixes
1 Year Ago
merge from master_swarm_not_dying_fix
1 Year Ago
merge from checkeggdrop_nre
1 Year Ago
merge from explosiveammofix
1 Year Ago
merge from fix_start_looting_nre
1 Year Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
1 Year Ago
First set of refinements to the rest of the slash details
1 Year Ago
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
1 Year Ago
Fix master swarms not killing themselves after a period of time without a target
1 Year Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
1 Year Ago
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x Fixed UI displays, is now in line with other harvesting teas
1 Year Ago
Fixed harvesting tea not applying to every resource when harvesting
1 Year Ago
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat Should help some unfotunate stacking side effects when harvesting meat
1 Year Ago
Merge from main
1 Year Ago
revolver skin description fix
1 Year Ago
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1 Year Ago
Possible fix for CheckEggDrop NRE
1 Year Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
1 Year Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
1 Year Ago
Updated layer for crocodile ragdoll
1 Year Ago
Porabola utils Incase I want to use it
1 Year Ago
Initial crappy curving logic
1 Year Ago
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
1 Year Ago
Added Rustige Egg G variant animations, set prefabs, item and steamitem
1 Year Ago
fixed stables scrap refilling way too fast fixing missing rad exposure ceiling ( 50 )
1 Year Ago
- save thrown from position - handle save till return - setup shared stuff (used for prediction later) - code cleanup
1 Year Ago
Adjusted bounding box again
1 Year Ago
merge from graphics_streaming_on_all
1 Year Ago
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1 Year Ago
Fixed an issue with converting linear textures to sRGB when creating a readable copy
1 Year Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
1 Year Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
1 Year Ago
Update: added GetTopologies jobs for TopologyMap - Also covered with tests - Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs - Fixed constant string allocation in tests Tests: ran unit tests
1 Year Ago
- increased speed - debug command - codegen
1 Year Ago
Impact effects now working on hit. Just search for the nearest bone and use that
1 Year Ago
More progress towards thrown boomerang generating effects. Correct material is now grabbed
1 Year Ago
Update: adding WaterMap height sampling burst jobs - Also covered them with tests to validate output against non-job calls Tests: ran unit tests
1 Year Ago
- Reduce bounds - Add comments
1 Year Ago
Some attack hit 2 effects
1 Year Ago
Setup attack hit 2 properly
1 Year Ago
Can now melee things with the boomerang on left click
1 Year Ago
Re-order recipe list so new teas are next to previous ones
1 Year Ago
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1 Year Ago
Add missing harvesting tea to visual config for cooking workbench kettle.
1 Year Ago
- Use cached water depth when possible instead of recalculating it - Make sure movement comp and anim comp "canSwim" variable can't get out of sync
1 Year Ago
environment AO maps import options changes, material adjustments
1 Year Ago
Disabled the post processing trigger on the explosive ammo additive prefab.