reporust_rebootcancel

153,512 Commits over 4,536 Days - 1.41cph!

2 Days Ago
run job ik on a single playable graph with two outputs rather than two playable graphs
2 Days Ago
added textures, mesh and material for test of cow pattern material.
2 Days Ago
clean up, move things into a single playerik module rather than 3 different layers, run formatter
2 Days Ago
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
2 Days Ago
More glyph support and fixes.
2 Days Ago
Missing files
2 Days Ago
More LOD texture optimizations and rebaking
2 Days Ago
Industrial structures LOD texture optmization / rebaked a bunch of LOD textures with the LODbaker because the old ones no longer match the updated materials / tweaked LOD distances on some buildings to make the baked LODs kick in sooner
2 Days Ago
More LOD texture optimization
2 Days Ago
More LOD texture optimization and some rebaked textures
2 Days Ago
Iceberg LOD textures / rebaked some of the textures to match previous lods better / improved ice sheet materials due to degradation over the years
2 Days Ago
Merge from main
2 Days Ago
Merge from the old animals to new system port
2 Days Ago
fix merge error, update ik changes for shield subsystems
2 Days Ago
Show correct gamepad glyp for look at
2 Days Ago
Bugfix: avoid MRU modification when accessing it in BasePlayer.Save Originally intended implementation, looks like I derped awhile ago. Tests: booted into craggy with Jobs 4
2 Days Ago
update from main
2 Days Ago
Big ass refactor
2 Days Ago
Merge: from main
2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
- Create a balance tool for livestock economy: spawns herds in free range, compound, small pen, barn, solo 2x2, letting them eat/reproduce at x2 speed for one hour, it gives us information to balance how much scrap should each setup generate - Fix moms spawning calves behind walls when giving birth, allowed them to escape the pen! - Create sheep population assets
Rin
2 Days Ago
merge from itempickup_notices_fix
3 Days Ago
Restored BlockLayoutUpdates and AllowLayoutUpdates, was missed from 149666 Should fix the weird layout issues with item pickup notices
3 Days Ago
merge from fix_threaded_error_client
3 Days Ago
Don't kick for errors on background threads
3 Days Ago
Refactor Output.OnMessage() so it passes a single struct parameter instead of (message, stacktrace,logLevel) - if I'm gonna to refactor it to add a 4th parameter, may as well make it a single class/struct passed - allows a bool to be passed for "if it was sent on a background thread or not"
3 Days Ago
Update existing console tests to account for new behavior
3 Days Ago
Prevent the downgrade in the editor since it doesn't result in kick
3 Days Ago
Lower error level from exception -> warning on the client on background threads so clients don't get kicked from random exceptions - keep it on server since it's only used for logging
3 Days Ago
Fixed floating bandages
3 Days Ago
Merge from hotfixes
4 Days Ago
Deploy guides for 20 deployables moved from Guide Mesh to guide prefabs so they keep their materials on lower LODs and custom meshes; normal maps and cutouts restored on all 20, guide tris and draws unchanged from the LOD1 retargets. Guide Mesh only inherits materials from a renderer the entity actually draws, which on RendererLOD and MeshLOD assets is LOD0 only, so the LOD1 retargets and the planter guide meshes were rendering flat. Each guide prefab is one child on the same mesh with the materials copied from the entity's own renderer for that LOD. needs manifest update
4 Days Ago
Merge from new_navmesh_fixes (for the doors)
4 Days Ago
Add tests for domestication / grudge, fix TC faulty replication because it's a prop
4 Days Ago
Shockbyte tool cupboard deploy guide switched from the LOD0 mesh to a custom guide mesh via a guide prefab, guide draws 4 -> 2, tris 37,958 -> 13,646, both normal maps kept.
4 Days Ago
Livestock capture/domestication first pass: - you gain trust by just hanging around cows, enough trust and you can lead them where you want, even more trust and they come sleep near your TC unprompted - with enough trust bulls become neutral to you instead of trying to punch you, maxed out trust makes bulls protect you from threats - not mandatory, you can still coerce a cow into your base by hitting then chasing it in the right direction, or luring a bull that's chasing you, then only build trust once they are captive - some wild cows are also naive and just follow players for no reason, you can kidnap naive calves and capture their mom for free - bull army soon possible
4 Days Ago
- Mothers now defend calves if they are hurt, and don't forget too fast what you did - Better courtship between bull and cows, more legible to a player (ai commands: addignoreplayer, spawn bull, spawn cow, forcebreed) - Fix client crash when calf dies because of NRE, it seems every ragdoll other than cow was not setup properly, maybe because of the new ragdoll copy tool? => added a CI test to validate ragdoll assets so that it doesn't happen again
4 Days Ago
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4 Days Ago
Fix broken livestock tests that always return red because behaviour changed / were non-deterministic and would fail sometimes
4 Days Ago
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4 Days Ago
Merge from main
4 Days Ago
FIx no navmesh in underwater labs and parts of underground tunnel
4 Days Ago
Merge from main