reporust_rebootcancel

114,224 Commits over 3,959 Days - 1.20cph!

7 Days Ago
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
7 Days Ago
Fixed BatteringRam.MoveToNormalBreakForce server NRE
7 Days Ago
Duplicated and null ingredients ItemDefiniton tests
7 Days Ago
Fixed ice high wall double ingredients
7 Days Ago
merge from highwalls_recipe_fix
7 Days Ago
7 Days Ago
merge from main
7 Days Ago
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7 Days Ago
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7 Days Ago
Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo Tests: compiles in editor in SERVER+CLIENT mode
7 Days Ago
Bugfix: ensure we cache WaterInfo for players that use various vehicles Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it. Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
7 Days Ago
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo - allows further reusing of the same water info down the line I actually need it to make sure all our player's cached values are correct - will fix in next submit. Tests: none (as it's not in use in this CL)
7 Days Ago
Codegen/manifest to get bet branch working again
7 Days Ago
Phrase update
7 Days Ago
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7 Days Ago
Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
7 Days Ago
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7 Days Ago
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7 Days Ago
Clean: fixing profiling scope name Tests: none, trivial change
7 Days Ago
Merge from /indirect_instancing to fix build
7 Days Ago
Fixed battering ram arm not hitting decor colliders If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc Toned down the collision damage
7 Days Ago
Update: FinalzieTickParallel now uses batched WaterFactors query - had to add more fork-join-style code to deal with batching This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks. Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
7 Days Ago
Prevent tigers from being too easily stunlocked by fast firing weapons
7 Days Ago
Bugfix: use the right allocator for a waterlevels batch - This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
7 Days Ago
Merge from .../fix_texture_streaming
7 Days Ago
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
7 Days Ago
properly force resetting player entity rotation and view angles for remote players when dismounting
7 Days Ago
Beehive now stings you if you take honeycomb
7 Days Ago
exported tiger vm kill and run hit additive anims
7 Days Ago
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
7 Days Ago
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7 Days Ago
Actually assign the hit anim...
7 Days Ago
Setup snake hit state and triggers. Added client hurt rpc.
7 Days Ago
Scene updates with debug controller player
7 Days Ago
Updated customspineoffsets for ak and sar
7 Days Ago
Update: able to get WaterFactors for players as a batch operation - internally splits players into sequential queries(vehicles, parenting) and a batch query Another building block covered, I should be able to rewrite caching of water factors step of FinalizeMove(next submit). Tests: just editor compilation, I need to adapt rest of code to work with it.
7 Days Ago
Setup extra anim state between alert and idle. Animitor tweaks.
7 Days Ago
Update: BufferList - new utility methods - Resize - to explicitly control internal capacity - ContentSpan, ContentReadOnlySpan - shortcuts to create a ro-/span over the active part of the buffer Need both as I'm using it further in batched player processing operations Tests: none, trivial changes.
7 Days Ago
cookingv2 -> bees
7 Days Ago
Fixed incorrect purchase history calculation
7 Days Ago
Merge from main
7 Days Ago
exported more snake anims
7 Days Ago
updated ak entity hold info offset
7 Days Ago
Compile fixes
7 Days Ago
Auto refresh item lists when convar changes
7 Days Ago
Added environment volume support for objects rendered via the forward base pass
7 Days Ago
merge from primitive
7 Days Ago
Reapplied 112676 - Don't allow deployed firebomb to be deployed in water because science (stomped in 112706)
7 Days Ago
Admins can now toggle displaying hidden items in F1 menu. Added ItemDefinition.Hidden() which includes admin and new convar check. Added admin.show_hidden_items convar.
7 Days Ago
updated ak47 entity hold info offset