reporust_rebootcancel

116,374 Commits over 3,987 Days - 1.22cph!

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
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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Clean: fixed comments They got out of date from my initial experiments.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
3 Months Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
3 Months Ago
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3 Months Ago
Remove redundant allies vislog
3 Months Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
3 Months Ago
Add vislog to confirm that fallback roam EQS works correctly
3 Months Ago
Combining back wheel of ballista base
3 Months Ago
ruin_a backup
3 Months Ago
merge from fix_swamp_water_reflection
3 Months Ago
merge from main
3 Months Ago
prepatch phases, codegen and manifest
3 Months Ago
Fixed asset labels on all new shields, manifest
3 Months Ago
Only apply auto turret behaviour when actively bocking with the shield
3 Months Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
3 Months Ago
Update attack loops on reinforced shield
3 Months Ago
One more delete
3 Months Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
3 Months Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
3 Months Ago
Shore vector fix
3 Months Ago
Test map scene 2
3 Months Ago
Horse proper headlook setup, disabled old headlook
3 Months Ago
Horse mountable blend tree tweaks
3 Months Ago
Test map scene
3 Months Ago
Codegen
3 Months Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
3 Months Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
3 Months Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
3 Months Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
3 Months Ago
Raw anim import
3 Months Ago
Rider galloping pose
3 Months Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
3 Months Ago
Merge from scrap_exchange_dynamic_pricing
3 Months Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
3 Months Ago
Merge from main
3 Months Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
3 Months Ago
Merge from main
3 Months Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
3 Months Ago
prefab progress
3 Months Ago
Merge from simple_upgrade
3 Months Ago
Can't upgrade after recent damage
3 Months Ago
Fixed missing animator param warning when reloading the ballista