reporust_rebootcancel

116,364 Commits over 3,987 Days - 1.22cph!

3 Months Ago
Merge from main
3 Months Ago
Updated legacy shelter description
3 Months Ago
Show barrel and squeeze on the debug cam info panel
3 Months Ago
Merge from primitive
3 Months Ago
Merge from root_label_fix
3 Months Ago
Codegen
3 Months Ago
Merge from main
3 Months Ago
Editor.ForceLabel will now apply the label to the root gameobject even if a non-root object is provided This would have fixed several issues over the past week with StringPool not correctly generating all of the strings and throwing exceptions during builds
3 Months Ago
Allow players to pick up any sleeping bags/beds if they are in building auth, even if they are owned by other players
3 Months Ago
Remove graphics.quality
3 Months Ago
Added some placeholder quality level functions to TerrainTexturing so I can remove global quality level going forwards. Return no quality change for now. Need to figure out which quality settings will need to be monitored for change here still.
3 Months Ago
Deleted leg animator assemblies
3 Months Ago
Horse legs IK setup, still wip
3 Months Ago
Added Leg Animator
3 Months Ago
unarmed anim folder and anims (taken from v3 and will be updated with v4 exports but contain valuable clip meta)
3 Months Ago
Added closest fragment depth sampling for motion vectors sample and fixed history texture format
3 Months Ago
Modify sight checks to use bounding box top instead of bottom
3 Months Ago
Make bursts feel more natural
3 Months Ago
added mask to 3p shields animations so the prop bones are used and edited shields held postions/holster postions
3 Months Ago
Don't upload "breaking server rules" from the server either
3 Months Ago
Add option to report players for breaking server rules via the F7 menu - events will only be sent to game servers
3 Months Ago
First pass on making scientist aiming feel fairer
3 Months Ago
missing cleanup
3 Months Ago
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved - makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
3 Months Ago
- Improved raise power - Adjusted angular drag
3 Months Ago
Ensured drawbridges can also be repaired again
3 Months Ago
▊▋▆▋▅: ▊▇▌▋▉ ▊▆▉▋▇ ▍▋▆▉▌ ▅▍▄██▊▇ ▄█▇ ▆▌▍▊▅▄▉▊::▅▊▍▅▄▊▇▌▅▄ ▇▆▄▊ ▅▉▄▋▋▋▇ ▉ ▆▆█▇▆▋▇▍▉ ▇▇▄▅▌, ▌▍▍▇▄▉█▆ ▋▆▆▊▋█▉▇▆▌ ▆▊█▊ ▋▊▇▊▉▆▉▍ ▌▄ ▉▇▊▅▌▇▊ ▌▄ ▍█▅▄▊▄▌(▇▆▄▉▋██▆ ▅▆▍█▍ ▆▋▌█ ▆▅▇▌▇▉▍▆█ ▉█▆▉▉▋▉▋) ▌▆▌▆▆: ▄▌█▍▉▇▅▌ ▌▆▊▋▌ ▉▊▍▍▊▅ ▇▇▌ ▄▍▉ ▊▆▌▆▇█ ▍▅ ▄▄▉██▍. ▊▄▉▋ ▆ ▉▌▋▅ ▍▋▌▉▋▍▍ - ▆▌█▇▍▄▇▊ █▋▊ ▊▋█▅▉ ▉▋▉.
3 Months Ago
merge from main - RC
3 Months Ago
jungle_ruins_b progress
3 Months Ago
Ensured siege tower can be repaired again
3 Months Ago
Added the base for the custom TAA post-process
3 Months Ago
siege_weapons -> primative
3 Months Ago
- Greatly improved the raise command on siege tower - Stopped draw bridges trying to reverse open
3 Months Ago
jungle_ruins_b first iteration layout added a proxy mesh for the croc to design around
3 Months Ago
- Fixed string equality offset bug in StringView - Double maximum MenuTip length, and truncate post-richtext filter - Removed debugging character from rich text filter.
3 Months Ago
...and EnforceShadowDistanceBounds
3 Months Ago
Fix NRE caused by new scientist missing a component that wolves have
3 Months Ago
Remove old shadow distance
3 Months Ago
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3 Months Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
3 Months Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
3 Months Ago
Remove new detail metallic map from decals to stop errors for now
3 Months Ago
reverting 108949 - caused compilation issues
3 Months Ago
▇▉▋▇▇ ▄▊▇█ ▊▌_▍▉█▌_▄▄▉▉▇█▇▅▆
3 Months Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
3 Months Ago
Clean: further comments Tests: none, trivial change
3 Months Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
3 Months Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
3 Months Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
3 Months Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass