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132,624 Commits over 4,262 Days - 1.30cph!

3 Months Ago
backpack unlock
3 Months Ago
Large backpack rarity
3 Months Ago
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
3 Months Ago
naval_update -> pt_boat_2
3 Months Ago
xmas ceilingpaper tweaks
3 Months Ago
Update: add a bunch of optimization TODO notes for UsePlayerUpdateJobs 2 Gathered from inspecting 330p server snapshot from a late-in-the-patch-cycle server. Will clean-up before merge. Tests: none, trivial merge
3 Months Ago
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
3 Months Ago
Add projectile info for cannonballs
3 Months Ago
iterations on the plank audio files
3 Months Ago
Added warhammer store page prefabs, using placeholder assets for now Added a scroll view to the store DLC page
3 Months Ago
RPG7 - adjusted weapon position on wild west DLC racks
3 Months Ago
texture import setting tweaks to xmas floor and ceilingpapers
3 Months Ago
RPG7 - weapon rack peg adjustment to fix clipping
3 Months Ago
RPG7 - world model collider and weapon rack adjustments
3 Months Ago
added gibs for the boat building platform and correct referenced them in .deployed prefab. fixed shading issues on platform
3 Months Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
3 Months Ago
edited vm rpg skin anims
3 Months Ago
Merge from boat_building
3 Months Ago
Fix steering wheel/mailbox issue (properly this time?)
3 Months Ago
enabled texture streaming (mips) on halloween wallpaper textures
3 Months Ago
Merge from parent again
3 Months Ago
moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
3 Months Ago
merge from Project_Hammer
3 Months Ago
Fixed NRE on boot caused by chicken coops
3 Months Ago
artist pack branch
3 Months Ago
Buildfix: add missing CLIENT guards Tests: build all configs locally
3 Months Ago
Revert rotations on guide mesh now that the animation is fixed
3 Months Ago
updated anchor.deployed to now properly reference anchor gibs
3 Months Ago
wip xmas ceilingpaper
3 Months Ago
Fix steering wheel id
3 Months Ago
anim update based on feedback
3 Months Ago
3 Months Ago
Merge from parent
3 Months Ago
Merge from boat_building
3 Months Ago
Merge from steering_wheels_fix
3 Months Ago
merge from main
3 Months Ago
Merge: from analytics_queue_rewrite - New analytics uploading backend, disabled by default (analytics.usev2) - New debug vars - analytics.log and analytics.dryrun Tests: unit tests, used both old and new analytics backends and monitored logs
3 Months Ago
Sail gibs
3 Months Ago
Updating small ramp rig skinning
3 Months Ago
disabling shadow casting on late LODs of casino CH47
3 Months Ago
boat small ramp anims exported at origin
3 Months Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
3 Months Ago
Merge from parent
3 Months Ago
Increase grass distance max clamp
3 Months Ago
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
3 Months Ago
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
3 Months Ago
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
3 Months Ago
NRE fix for wiping islands without FoliageGrid initialized
3 Months Ago