reporust_rebootcancel

117,218 Commits over 3,987 Days - 1.23cph!

5 Days Ago
merge from fix_start_looting_nre
5 Days Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
6 Days Ago
Unsaved backups
6 Days Ago
First set of refinements to the rest of the slash details
6 Days 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
6 Days Ago
Fix master swarms not killing themselves after a period of time without a target
6 Days Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
6 Days 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
6 Days Ago
Fixed harvesting tea not applying to every resource when harvesting
6 Days 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
6 Days Ago
Merge from main
6 Days Ago
revolver skin description fix
6 Days Ago
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6 Days Ago
Possible fix for CheckEggDrop NRE
6 Days 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.
6 Days Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
6 Days Ago
Updated layer for crocodile ragdoll
6 Days Ago
Porabola utils Incase I want to use it
6 Days Ago
Initial crappy curving logic
6 Days Ago
Merge from main
6 Days 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)
6 Days Ago
Added Rustige Egg G variant animations, set prefabs, item and steamitem
6 Days Ago
merge from main
6 Days Ago
fixed stables scrap refilling way too fast fixing missing rad exposure ceiling ( 50 )
6 Days Ago
- save thrown from position - handle save till return - setup shared stuff (used for prediction later) - code cleanup
6 Days Ago
Adjusted bounding box again
6 Days Ago
merge from graphics_streaming_on_all
6 Days Ago
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6 Days Ago
Fixed an issue with converting linear textures to sRGB when creating a readable copy
6 Days Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
6 Days Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
6 Days 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
6 Days Ago
- increased speed - debug command - codegen
6 Days Ago
Impact effects now working on hit. Just search for the nearest bone and use that
6 Days Ago
More progress towards thrown boomerang generating effects. Correct material is now grabbed
6 Days Ago
Update: adding WaterMap height sampling burst jobs - Also covered them with tests to validate output against non-job calls Tests: ran unit tests
6 Days Ago
- Reduce bounds - Add comments
6 Days Ago
Some attack hit 2 effects
6 Days Ago
Setup attack hit 2 properly
6 Days Ago
Can now melee things with the boomerang on left click
6 Days Ago
Re-order recipe list so new teas are next to previous ones
6 Days Ago
▄██▋█ ▊▄▋ ▌▊▉█/▍▋▉▆▉/▋▋▋▅▊ ▆▇▋-▆▄▌▉▇▉▋ ▋▊▍█ ▆▌▊▆▆▋▇ ▋▅ ▊▇▄▌▋▋ ▇▅▋▌█▆▅▄▅▊▆, ▆█ ▅ ▌▋▆▌▄▍ ▋▅██▇-▇█▅ ▅▌▍▍▋▊▅ ▉▄▋█▆ ▅▋█▊▄ ▉▌▊-▇▍▄▅▋▌▄ ▅▊▆▉▅▋▍▍▇. ▊▆ █▌ ▍▆▊▉ █▋ ▌▍▋ ▌▇▌█▋▌▅▌▌ ▆▍▉ ▍ ▍▋▆▇█▆▌▄, ▄▌▄▍ ▋▅ ▆▉▋▍▍ ▄█▌▌▊ ▊▄▅ ▋█ ▌▄▉▆▍.
6 Days Ago
Add missing harvesting tea to visual config for cooking workbench kettle.
6 Days 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
6 Days Ago
environment AO maps import options changes, material adjustments
6 Days Ago
Disabled the post processing trigger on the explosive ammo additive prefab.
6 Days Ago
Fixed docile bees around hives inheriting unwanted nested prefab elements, including that one giant fat bee.
6 Days Ago
Fixed beehive nucleus grades not being registered properly on vendor listings
6 Days Ago
▊▆▌▍▆ ▌▍▋▉▍▆█▉ '█▍▄ ▄▊▆▋▋▆' ▆▄ ▍▊▉▊▉ ▌▌ ▍▉ ▅▊▋ ▇▉▉▄█ ▋▄▋▊ ▋▆▋▄▇▊▆▄ ▄▆█▍ ▌▍▊ ▇▇▅▋▅▆▌▇▌ ▆▊ █▄▆▆▍▆█ - ▇▅█ ▋ ▊▅▅ ▊▍█▍▅▋▉▉ ▌▋▅▉▆▊ '▇▌▌▍_▌▋▆▅▌▋' ▆▆▉ '█▌▆▉_▊▄▉█▇██▊▉' ▄▌▆▉ ▅▇ ▍▌▄▇▉▌▋█▍█ ▄▋▊▍ ▅▄ ▋▊▅█▉ ▋▅▍█ ▇ ▆▇▊▇ ▍▇▊▌▇▋██▊ ▋▍ ▊▉▄ ▆▋▌▋▇▄ ▄▉▇▊▌▅▊▄▌ - ▆▉█ ▋▊▉▋▄▋▊█ ▊▇▄▇▉ ▍▅ ▅▋▋▉ ▉▍▊▇▇▍▍ ▄▅ ▄█ ▊█▆ ▉▌▍██▊▅▅▍ ▇▋▉▄ ▅▌▍▉▆▅ (▊▍ █▅ ▆▅▌ ▅▊█▇▆▋▉▅▄▅ ▆▊▆ ▄▇█▄ ▆▉▌▍▌▅ ▅█▅█ ▋▆▄▋▊ ▇▊ ▉█ ▊▉▅▄▍▌▅▋ ▋▍▄▄▆)
6 Days Ago
Merge: from terrainmap_nativearray2 - Fixed a bug of invalid reinterpret Bringing across my tests since we're both working on the same thing. Tests: ran the new tests