reporust_rebootcancel

123,799 Commits over 4,171 Days - 1.24cph!

11 Months Ago
Merge: from profiling_improvements Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics. Tests: Rode a horse on Craggy and checked profiler for changes
11 Months Ago
BC: handling null player properly in teleport check (player preview)
11 Months Ago
Merge: from main Tests: none
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Fix wolf slowing down before jumping on foundation
11 Months Ago
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes - stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender) - exposed LastTeleportTime in BaseMovement for this
11 Months Ago
Fix for several item names when rendering unapproved skins.
11 Months Ago
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11 Months Ago
Remove "shh" sound from Shush gesture. Added asecondary "Shush Vocal" gesture which keeps the sound. Updated gesture assets with new icons.
11 Months Ago
Updated gesture icons
11 Months Ago
Removed logs
11 Months Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
11 Months Ago
Ballista client compile fixex
11 Months Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
11 Months Ago
Setup for all weapon racks.
11 Months Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
11 Months Ago
Merge from main
11 Months Ago
Ballista reloading cleanup Restored ammo switching Some client anim fixes
11 Months Ago
Have wolf smoothly decelerate instead of stopping dead in its tracks
11 Months Ago
Update: Gamephysics now uses TryGetComponent instead of GetComponent - Same perf in standalone builds, better perf in editor builds (avoids string format alloc for null obj description) Tests: Rode a horse on craggy and check profiler to confirm GamePhysics routines were triggered
11 Months Ago
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
11 Months Ago
Expose convar for wolf max per frame budget
11 Months Ago
Changed the ballista reloading to a hold R to reload system
11 Months Ago
Added steer angle calculation to load
11 Months Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
11 Months Ago
Update: Adding missing ChangeLOD profiling annotation Tests: loaded 6k world and found it in profile data
11 Months Ago
Update: Annotating all VehicleFixedUpdate calls - Replacing existing Profiler.BeginSample with TimeWarning - Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile) Tests: loaded 6k world and looked through the profiling info
11 Months Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
11 Months Ago
merge from main/Halloween24
11 Months Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
11 Months Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
11 Months Ago
merge from military_tunnels_nvg_outfits -> main
11 Months Ago
S2P military tunnels
11 Months Ago
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs - only an appearance change: same health, loot & weapons as before
11 Months Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
11 Months Ago
Add loadout for NVG military scientist outfit
11 Months Ago
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
11 Months Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
11 Months Ago
Missed file
11 Months Ago
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11 Months Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
11 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
11 Months Ago
Added fx effects to all of the battering rams wheels
11 Months Ago
merge from fix_quarry_animator_lod -> main
11 Months Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
11 Months Ago
Updating hold types with new animations
11 Months Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
11 Months Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
11 Months Ago
Merge from fix_quarry_animator_lod -> main
11 Months Ago
S2P quarries