reporust_rebootcancel

157,676 Commits over 4,566 Days - 1.44cph!

Today
Merge From Main
Today
Merge from main
Today
Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
Today
Gamepad map zooming now centers around the crosshair
Today
▆ ▊▉▌▆▊ ▅▅▄▌ █▆██▋▉▉▉▆▋▊▆▉▆▋▄▉▆▌▍▆▆▋▊▆▍▅▇▍█▌▊█▉▋▍
Today
▋ ▇▌▊▌ ▋▋▊▍▉▋ █▌ ▌▄▍▅▌▆█▉ ▍▇▌▊█▋▉▉▅▌▍ ▇▊▍▍ ▆▊ ▋▌ ▄█▌█▆▄█▉ ▆▋▇█▄▋█ ▌▍▄▄█▄▅▄▋▊▋ ▅▆ ▍▄▊█▅▇ ▇▅▅▍▉▉ ▍▆▇ ▌▋
- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings - Let clients drop the extra delay if the setting is off on the server
Today
dpad inventory behaviour improvements
Today
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
Today
merge from parentedwires_fix
Today
merge from main
Today
▋▉ ▋▋█▊█▄▄▄ ▋▉▍▍ ▍▉▉▊ ▉██▇█▌ ▇▊▍▇▅ ▊▇▍▄▄ ▍▍▆▍ ▋ ▌▇▄▊▌▅▋ ▊▅▄▊ ▊▅ ▇▄▌█ ▄▍▇ ▌▋▄▍█▊▌ █▍▍ ▍▇▉▌▋▅ █▊▊▊▉▍▌▇▉▍ ▆▊ ▄▅█▌▆ ▊▍▅▇▅ ▆▅ ▆▇▊▅▄▇▅▆▉ ▍▇ ▌█▆
Today
P90 Blockout
Today
▅▊▊▄▄▄ ▄▉▋▍ ▉▅▍▇▌▋▆▋▉▇▄▉▍▋▄▊▇
Today
▅▄▆▊▅▆ ▅▉█▅▅▊▉▇ ██▇▉ █▉▌▄▊▄▌ ▇▊ ▆▌▉ ▉▊ ▄▌▅▋ ▅▉▍▍ ▉▊ ▌▇▉ ▇▍▄▉▄ ▄▌▊▄ ▌▄█▆▋▋▊▍ ▋▌ ▊▉▉ ▊▅▊▇ ▌▉█▄
Today
merge from spine_fixes
Today
Fix crawling head IK being croooked. Fix spine IK not rotating fully when using held items (HasHoldTypeAnimations vs HasHeldItemAnimations)
merge from main
Today
▍▋▋▍▉▆ ▉▉█▆ ▆▇▄▅▌█▄▉▆█▋▅▆▆▄▆
Today
Merge from main
Today
▋▌▋▌▄▉ ▅▉▆▉▌▉▅ ▍▌▆▌▇▍▉█ ▊▊▋▅▌ ▅▄▌▄ ▌▌ ▌█▌▍▅▇▌ ▋▋▊▉▆▄ ▉▌▋▋ ▊▍▋▉▇▆▄▆▍▋▆▇▄▋▅▊ ▍▋▋▄▌▄▉▉▅▌ ▌▅▇▋▉▍ ▇▇▅ ▄▅▆█▅▌▋ ▆▊▊▇ ▋▍▇ ▉▄▋▄ ▋▌▊█▆███▍▌ ▅▅▆▍▊▉▄▉▋▆ ▉▆▅▋▍▌▋ ▅▍▋ ▋▋▌▌▊█▉▊▌ ▌▍▋▍▌ ▅█ ██▄▇▇▄▆ ▉▉█ ▋▌▉▇▊▇▉▅▅▇▆▇▇▆▍█ ▋▌▆ ▌▇▆▊ ██▇▅▉█ ▋█▇▇ ▅▋▊▄▉▆▊▅▋ ▋▋▅▄▄ ▋█▌▇█▆▋ ▅█▆▅▌ ▆▆▄▋▇ ▍▍ ▍ ▅▉▆ █▅▊▊▊▉▉ ▍▆█
Today
adding war hammer blockout mesh
Today
Small 3x3 randomised rooms added (still WIP)
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player. Uses cell coordinates Doesnt affect players. Needs more work to stop affecting gameplay with animals etc. Initial experiments show a 75% decrease in entity position network traffic at high distances 50% reduction in entity position updates at medium distances
Today
▌ ▄▋▆▍▉▅█▆▋ ▇▇▊▅▌▆▄ ▉▌▅▅ ▌▌▌▅▄▋▆▋▌ ▄▇▋█▍▆▄▄▄▄▄▉▊▋▍▆▆▅▌ ▇▇▋▉ ▅▆▍▆▍ ▅▌▌▌▋ █▋▄▊ ▆ ▆▊▅▍▉▌ ▄▊ ▆ ▄▌▍▌▊ ██▉▇▋▉▅ ▍▍▅▍ ▅▆▅ ▌▆▄▌▊▍▍ ▆▅▇ ▅▋▅▊▋▅▄▅▄▅ █▆ ▌▇▆▄▄▆▊▄ ▍█▉▍▌▍▄ ▄▆
Today
Merge from render_pipeline_testing
Today
Added support for lens distortion and added cinematic volume profiles
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
Today
updated g3a3 blockout mesh with a rail system for mounting attachments
Today
added katar blockout mesh
blur/bump taps lod out, reducing texture reads when not needed
Today
seagull rig and anims exported
Today
merge from prefab_hierarchy_flattening
Today
Added missing AmbientLightLOD to NVG scientist lights
Today
merge from pool_review2
Today
Bumped the amount of gun firing effects we warm up
Today
Metal embrasure warmed up amount set to 25
Today
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
Today
Train track splines keep descendants, fixes tunnel lights not working
Today
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
Today
Socket flattening fixes Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local
Today
merge from main
Today
Merge from main
Today
Fix water pistol z-fighting
Today
Merge from mod_entity_belt_only
Today
Added new logic to ItemModEntity that only creates corresponding entities for items marked as player only when they are in the belt We've already enabled this for most items so they don't spawn and destroy entities when they are in containers, this extends this behaviour so that the entity only gets created when it ends up in the player belt This should result in less entities broadly, particularly when creating a corpse as we paid a cost for destroying the entities as we transferred the items to the corpse Disabled by default
Today
Merge from corpse_height_fix
Today
Adjust spawned corpse prefabs to be above the terrain if it is spawning below the terrain (with a 1m cutoff for underground corpses) Should fix all animals but chickens particularly spawning clipped into the terrain and dropping through as our navmesh can now sometimes be slightly below the terrain Also fixed a harmless animator warning when a chicken is spawned
Today
Fix NaNs from text surface shader