reporust_rebootcancel

125,458 Commits over 4,079 Days - 1.28cph!

11 Months Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
11 Months Ago
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11 Months Ago
First pass on damage logic Shields can take hits and the hits are absorbed by the items condition Shields can have different ProtectionProperties like a BaseCombatEntity Shields can take hits when mounted on the back and abosrb the damage like they were held Broken shields won't appear at all
11 Months Ago
improved visuals of the glass on the DPV altered texture and materials
11 Months Ago
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11 Months Ago
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11 Months Ago
Added relief map option to standard-specular shader
11 Months Ago
New faster and more accurate compute-based relaxed cone map generator
11 Months Ago
mat change
11 Months Ago
Merge from main
11 Months Ago
Lighting prefab backup / Volume fuckery
11 Months Ago
Hill cliffs proc map settings
11 Months Ago
Hill cliffs progress and mid size variants
11 Months Ago
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11 Months Ago
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11 Months Ago
Merge from cached_ping_query_reduction -> main
11 Months Ago
Reduce log spamming
11 Months Ago
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11 Months Ago
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11 Months Ago
Add proxy circle behaviour to wolf to test anims
11 Months Ago
Recipe, description and placeholder icon
11 Months Ago
AI can now trigger tin can alarms
11 Months Ago
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11 Months Ago
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11 Months Ago
Placeholder audio, repair & protection values
11 Months Ago
Moving everything to occlusion volumes WIP. Static candle prefabs support volumes.
11 Months Ago
Bike Cargoship Parent -> Main
11 Months Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
11 Months Ago
Only bother getting the trigger parent component should the bike have a driver
11 Months Ago
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
11 Months Ago
Merge from main
11 Months Ago
Remove hotreload plugin
12 Months Ago
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
12 Months Ago
Optim: reimplementing List.Compare to use an inplace algorithm Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected). Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
12 Months Ago
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
12 Months Ago
underwater_divesites scene playable in editor
12 Months Ago
exported wolf run turnleft 150 to run test anim
12 Months Ago
merge from BurstClothFixes
12 Months Ago
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
12 Months Ago
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
12 Months Ago
small ocean wreck buoy initial prefab setup LODs
12 Months Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values
12 Months Ago
divesite latest
12 Months Ago
Fixed ConversationManager Update NRE
12 Months Ago
merge from main
12 Months Ago
Merge Cargoship Log Spam Fix -> Main
12 Months Ago
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
12 Months Ago
Client compile fix, code cleanup
12 Months Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
12 Months Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items