reporust_rebootcancel

108,166 Commits over 3,867 Days - 1.17cph!

9 Days Ago
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10 Days Ago
- editor queue simulator fully working.
10 Days Ago
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10 Days Ago
merge from main
10 Days Ago
merge from world_update_2
10 Days Ago
update defaults, ExecuteInEditMode, weather viewer
10 Days Ago
Merge from ai_wolf_iteration
10 Days Ago
Fix wolf chasing its own tail
10 Days Ago
Fix a lot of the wolves state incorrectly returning base.OnStateEnter() from OnStateUpdate, causing a lot of weird behaviour
10 Days Ago
Merge from ai_wolf_iteration
10 Days Ago
Fix NRE
10 Days Ago
Fixed the fix.
10 Days Ago
Fixes
10 Days Ago
Grenades
10 Days Ago
- added steam rich presence for waiting in queue and connecting to a server - basic tracking of queue wait times and status
10 Days Ago
- take sun and ambient colors from proper TOD scattering components - make sunset/sunrise lighting on clouds MUCH prettier
11 Days Ago
cape balance mummy + frankenstein mask loot tables
11 Days Ago
occupancy stripping
11 Days Ago
- Viewmodel animation updates - Added show bullet mesh states to animator - Reduced rotation sway to fix arm clipping issues
11 Days Ago
Small rock formations
11 Days Ago
Make fsm declaration syntax more compact, fix scientist death
11 Days Ago
Update scientist FSM to new system
11 Days Ago
Fix scientist spinning when coming to a stop
11 Days Ago
Fix scientist not moving (merge)
11 Days Ago
Fix compile errors from merge
11 Days Ago
Minor cleanup and code move
11 Days Ago
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11 Days Ago
- Code cleanup. - Added metrics.
11 Days Ago
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer. Added support for some fake wind and sway.
11 Days Ago
Update: changing starting scene to be Bootstrap when running a perf test - Also removed direct world setup settings modification, instead pushing them to global World static params We have to go via Bootstrap because that's what initializes global systems. Will need to massage platform-specific transition logic to account for perf testing workflow (need to support CLIENT+SERVER flow). Tests: Test player fails because of CWD, but if I run TestPlayer manually it boots and loads to main menu, so I count it as pass-ish
11 Days Ago
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11 Days Ago
Update: Symlink assetbundles on test player build Tests: ran the test, validated that they got symlinked to expected path (but there are other issues, investigating)
11 Days Ago
Ensure ride horse shows up higher in menu before towing options
11 Days Ago
io research table gibs
11 Days Ago
client compile fix
11 Days Ago
Server build errors
11 Days Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
11 Days Ago
pivot work on battering ram wheel
11 Days Ago
merge from Halloween24
11 Days Ago
BC: separated origin adjustments between crawling and incapacitated wounded states - stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
11 Days Ago
merge from main
11 Days Ago
Added a system to show different gameobject based on whats loaded in the ballista magazine Set up a different placeholder model for each spear ammo item Fixed some client loading issue
11 Days Ago
battering ram shell temp preview
11 Days Ago
Update: Sneak in console cmds via command line Need a better way in the future, but for now this should allow to control test conditions. Tests: none (need to fix assetbundle copying first), though validated it sohuld work by reading through code
11 Days Ago
Added a power bar to show the ballista reload progress Fixed issues when reloading with no compatible ammo in your inventory Code cleanup
11 Days Ago
Merge from ai_wolf_iteration
11 Days Ago
Merge: from main Tests: none
11 Days Ago
Merge: from main Tests: none
11 Days Ago
Added Ballista item and constructable prefabs
11 Days Ago
test scene