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120,569 Commits over 4,018 Days - 1.25cph!

2 Months Ago
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak) Fixed hopper throwing an exception when more than 128 world items are in it's radius
2 Months Ago
+ BaseEntity.SyncVar (doesn't compile)
2 Months Ago
Added implicit conversion operators
2 Months Ago
Add correct list of allowed types
2 Months Ago
Proper client receive method
2 Months Ago
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2 Months Ago
main -> syncvars
2 Months Ago
Deployed beehive spawns particles as well should it have a nucleus and enough comb
2 Months Ago
Enable bee particles on the beehive if it has bees in it
2 Months Ago
Missing files
2 Months Ago
- Added some bee particles around a beehive - Killing a natural beehive makes a swarm
2 Months Ago
Update: ServerProfiler - vizualize process working set memory - using debug binaries for now(bc3e74cd) Need to add virtual set as well and test standalone servers(Win and Linux) Tests: in editor on craggy.
2 Months Ago
Directional item dropping. Throw items to the ground in the direction you drag the icons.
2 Months Ago
Improved server projectile trajectory prediction Folders
2 Months Ago
Bugfix: ProfilerExporter - filter out worker thread marks that are before the frame start It was originally correct, but in previous commit I simplified the code, thus breaking it. This restores it. Tests: none, as currently too many changes present in workspace - will test later
2 Months Ago
Door controller tests tweaks
2 Months Ago
Prefab test scenario system (very wip) - Allow us to create more complex tests that aren't practical to write entirely by code - Scenario prefabs placed in the correct folders are automatically added to the test list - Added scenario prefabs loading copy pasted bases and firing rockets at specific hand-placed points, checking that the health of every building block is correct
2 Months Ago
Pie world model visuals now match their view model versions: matching tin colour and correct toppers. Added WorldModelVisualConfig for applying FoodVisualConfigs to world model items.
2 Months Ago
Fixed pie tin tinting. Assigned placeholder tin colours for all pie VMs.
2 Months Ago
Better handling for backpacks, extract all items
2 Months Ago
Merge from hopper
2 Months Ago
Hoppers ignore backpacks (temporary fix, will get this working later)
2 Months Ago
base rig fbx, placeholder anims, animator, prefabs
2 Months Ago
Merge from menu_friends_list
2 Months Ago
- Swarm now checks its targets to make sure they are viable throughout the whole attack - Greatly optimised target selection and processing - Seperate out think and do
2 Months Ago
- Make the swarm damage you - Setup realmed removed
2 Months Ago
Abyss pack and page header rework
2 Months Ago
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
2 Months Ago
Added super crappy swarm particle effects (testing)
2 Months Ago
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline
2 Months Ago
Food visual color tinting support via property block.
2 Months Ago
Improved stop distance check
2 Months Ago
Fix frontiersman pack not showing page
2 Months Ago
Refactored some FoodViewModel visual config code so I can use it for the world and 3p models going forwards. WIP tint code.
2 Months Ago
Swarm goes for eye height rather than body
2 Months Ago
redesign store item
2 Months Ago
- Fixed swarm base not animating correctly - Removed excess logs
2 Months Ago
Update: ServerProfiler - emit fake "Allocation" threads and duplicate allocation marks there - Also updated the whole buffer estimation to take into account these metadata marks - Added support for naming and sorting thread tracks Well, they do appear, but the thread_sort_index is ignored by perfetto(see https://github.com/google/perfetto/issues/555). Might finally bite the bullet and write a protobuf exporter, but afraid that it'll be more expensive to run and won't compress as well. Tests: exported a snapshot from editor
2 Months Ago
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2 Months Ago
Got basic steering behaviour compiling
2 Months Ago
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2 Months Ago
merge from main/vclouds
2 Months Ago
Birdhouse Model, Prefab, deployable setup
2 Months Ago
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2 Months Ago
merge from main
2 Months Ago
fix cloud shadow map with new ground radius
2 Months Ago
fixed mount preview players not drawing legs in most cases - re-assigend renderers to LODGroup in skin_legs.male.prefab, shouldn't affect anything else because we manage it separately from that anyway - also added toggle for mount position/eyeposition handles on vehicles
2 Months Ago
better control of max speed of handcar (previously could reach the general max train speed), pumping speed is driven from both player input and track speed, better ik placement
2 Months Ago
turned wind off on HandcarFunc mat
2 Months Ago
Can now name electrical branches.