reporust_rebootcancel

132,614 Commits over 4,262 Days - 1.30cph!

1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest - add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise - fix slow render target resizing - fix reprojection issues - adjustments
1 Year Ago
Battering ram door joint can now break When breaking, we spawn a door server gib
1 Year Ago
Update: added search support to bin snapshot viewer I think I have all I need to explore the broken profile Tests: opened the borked profile snapshot
1 Year Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
1 Year Ago
mutelist_expose_steamid -> main
1 Year Ago
Expose users steam ids on chat.mutelist
1 Year Ago
Bugfix: fixed reading string f rom the binary snapshot - Forgot that they're not null terminated - this fixes random characters at the ends Tests: Opened borked editor snapshot
1 Year Ago
More building volume changes to try and allow door placement
1 Year Ago
Update: added ability to display sub range of thread track in Bin viewer - also supports rudimentary [N] input to resolve syncpoint indices - added mark index to view as well Tests: vizualized borked editor snapshot
1 Year Ago
exported 4 reload anims for vm mini crossbow and the rig again so all 4 bolt joints are in the correct postion
1 Year Ago
More checks to prevent a user from pushing the siege tower from a higher point on the tower
1 Year Ago
Sanitise more flags
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
- Dont use Protected flag - Added up to Reserved19
1 Year Ago
Update: display call depth for marks in bin viewer Makes it easier to track callstack consistency at sync points. Tests: opened borked snapshot from editor
1 Year Ago
Removed animation rigging package (added when experimenting on horses during hackweek)
1 Year Ago
Fixed siege tower wheels using incorrect material on LOD3
1 Year Ago
-Add more profile markers to heli -Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
1 Year Ago
Update: reworked the bin vizualizer to have a different layout - Able to jump to sync points in the list - Able to view specific thread's stream Couldn't figure out how to do nested dynamic scrollviews, so went for a different approach. Already revealed a question mark about some names having invalid characters at the end, though doubt it's the contributing factor Tests: loaded up a borked binary snapshot, was able to inspect it
1 Year Ago
Hopefully that prevents all building spots on the tower
1 Year Ago
Avoid Siege Tower flag conflicts
1 Year Ago
Ballista constructable gibs
1 Year Ago
Added Medieval Metal Double Door Models
1 Year Ago
Add smoothstep reverse fresnel opacity option
1 Year Ago
Fixed battering ram and catapult flag collisions
1 Year Ago
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use - null fields weren't being handled, but a non-serialized GameObjectRef was added in 106912 and tripping up manifest generation
1 Year Ago
Restored catapult propane bomb item Manifest
1 Year Ago
Fixed catapult reloading conflicting with the push interaction (caused by 109676)
1 Year Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
1 Year Ago
Fix heli adding player multiple time to its targets
1 Year Ago
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1 Year Ago
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1 Year Ago
Fix mistake than meant grid cell was queried but not used Also don't iterate at all is ignorePlayers is true, instead of skipping every entry inside the loop
1 Year Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
1 Year Ago
Compute foliage placement prototyping
1 Year Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
1 Year Ago
Shield Texture sizes
1 Year Ago
in-editor carving test setup improvements
1 Year Ago
vertex sharing at generation time
1 Year Ago
- Tie prevent building layers on bridges to the bones instead - Allow animation bones to exist on the server
1 Year Ago
Bugfix: don't double up threads in bin viewer Also got lucky and captured a snapshot in editor where frames weren't properly aligned. Tests: opened an existing snapshot, saw no duplicate threads
1 Year Ago
- Oversize prevent building triggers - Each Drawbridge handles its own prevent building area
1 Year Ago
- Ensured correct wheel type is used for the right hand side of the tower - Removed unused LOD4
1 Year Ago
Merge from clean_and_generate_codegen
1 Year Ago
Change reload detection method
1 Year Ago
- Texture Resize Fire Extinguisher
1 Year Ago
-Ballista Texture Resize