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111,624 Commits over 3,928 Days - 1.18cph!

29 Days Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
29 Days Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
29 Days Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
29 Days Ago
primitive -> Aux2
29 Days Ago
Full manifest rebuild
29 Days Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
29 Days Ago
Deployables can now show "Blocked by terrain"
29 Days Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
29 Days Ago
main -> primitive
29 Days Ago
hash_conflict_planter -> main
29 Days Ago
Fixed respawning planter causing hash conflicts on sockets
29 Days Ago
manifesti_fix -> primitive
29 Days Ago
29 Days Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
29 Days Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
29 Days Ago
edited player animation.controller so the shield impact animations work correctly
29 Days Ago
merge from primitive
29 Days Ago
Battering ram compile fix
29 Days Ago
Merge: from main Tests: compiled in editor
29 Days Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
29 Days Ago
merge from primitive
29 Days Ago
Fixed physics issue when building the ballista Added a position offset setting for deployable guide mesh
29 Days Ago
Siege tower deployable on rocks too
29 Days Ago
Catapult and battering ram deployable on rocks
29 Days Ago
TerrainTexturing now monitors individual terrain related settings for change, instead of the Unity QualitySettings level
29 Days Ago
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
29 Days Ago
Change default filename. Fix export button appearing when it shouldn't.
29 Days Ago
Merge from main
29 Days Ago
Cherrypick from the smoothstep
29 Days Ago
Antihack kicks reserve a slot for queue bypass
29 Days Ago
Remove last LOD from excavator bucket wheel so the wheel can always be seen spinning - allows you to see if excavator is active from >100m away
29 Days Ago
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29 Days Ago
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29 Days Ago
Battering ram broken state loading
29 Days Ago
merge from fix_copy_paste_wires -> main
29 Days Ago
Fix auto-snap not being disabled when client convar is disabled
29 Days Ago
Remove debug logging from copy paste
29 Days Ago
Fix wires being at wrong height when paste is auto-snapped to the terrain
29 Days Ago
Battering ram door loading
29 Days Ago
merge from fix_quick_craft_multiple -> main
29 Days Ago
Restore propane bomb world model
29 Days Ago
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29 Days Ago
merge from main
29 Days 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
29 Days Ago
Battering ram door joint can now break When breaking, we spawn a door server gib
29 Days 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
29 Days Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
29 Days Ago
mutelist_expose_steamid -> main
29 Days Ago
Expose users steam ids on chat.mutelist
29 Days 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