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111,918 Commits over 3,928 Days - 1.19cph!

2 Months Ago
Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
2 Months Ago
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
2 Months Ago
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
2 Months Ago
Fix target check that was inverted after refactoring target getter
2 Months Ago
Prevent player dismounting from temp ragdoll mountable
2 Months Ago
Remove unused RequireComponent attribute since components are now cached in the base state class
2 Months Ago
Use sense component member functions instead of magic extension functions to get or set the target This makes the API more consistent
2 Months Ago
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
2 Months Ago
Reduced the limbs rdrag and added bounciness
2 Months Ago
Added a seat in the catapult basket that players can mount Firing will launch any mounted player Catapulted players are put in temporary ragdoll mode
2 Months Ago
Added an orientation debug gizmo to the parent nested prefab. 40mm size a little bit up again. Fully realistic size too small.
2 Months Ago
merge from siege_weapons
2 Months Ago
merge from ragdolling
2 Months Ago
Compile fix
2 Months Ago
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2 Months Ago
Kapok tree greybox and swinging vine greybox
2 Months Ago
Fixed a crash when adding/removing a lot of slacked points to a wire Fixed a wire length calculation when adding and removing a lot of points Native arrays allocation optim
2 Months Ago
Re-applied the PlayerAnimation animator changes from 107542
2 Months Ago
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
2 Months Ago
Set battering ram wheels lod to dynamic
2 Months Ago
Switched siege tower detailed colliders to use the vehicle large layer Added construction component Added deploy volume to wooden ladders to exclude siege towers
2 Months Ago
Update: adding extra logging and sanity checking when exporting a profile snapshot For some reason one of frames from standalone gets borked - hoping this'll help track it down. Tests: exported craggy in editor
2 Months Ago
- Fixed issue causing effects to spawn inside siege tower - Removed left over mesh renderers - Renamed some colliders
2 Months Ago
Update: Gather GC.Collect activity into perf snapshot - Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
2 Months Ago
Further changes to new siege tower model: - Setup 50%~ of the detail colliders - Fixed wheel orientation - Added catapult wheels to the tower
2 Months Ago
Added wallpaper analytics
2 Months Ago
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2 Months Ago
Moed ladders to be compatable with new siege tower model
2 Months Ago
Fixed disabled quantity text for repair bench ingredients when the quantity is 1
2 Months Ago
main -> vines
2 Months Ago
Fixed research table lootpanel showing incorrect phrase for broken items Also fixed truncated texts in some languages
2 Months Ago
Cutting the power of a broadcasting RF broadcaster will now stop its signal
2 Months Ago
added playground.sculptures test scene with its own filestorage db to store the sculpture data
2 Months Ago
server handles decoding saved sculptures from disk properly
2 Months Ago
merge from main
2 Months Ago
made server file storage a convar - default behaviour retained
2 Months Ago
Battering ram NRE fix
2 Months Ago
Added ballista MountPose blend tree Player model now walks left and right when steering the ballista
2 Months Ago
Set some initial placeholder preset values for all four presets (mostly just to stop it crashing)
2 Months Ago
Update: export Allocs as process-wide events This puts them on a separate track, making it easier to spot them. Tests: checked craggy snapshot in perfetto
2 Months Ago
Clean: removing some unnecessary sanitization logic One of recent updates now guarantees storage is enough to house all snapshot data Tests: loaded craggy snapshot in perfetto - no missing names/allocs, no asserts
2 Months Ago
Added all new options to preset list
2 Months Ago
Update: export Alloc events to json snapshot They get a bit lost in the sea of all other instantaneous events, so will need to somehow improve this Tests: loaded craggy snapshot in perfetto
2 Months Ago
Fixed catapult reloading progress bar staying on screen
2 Months Ago
Update: record GC alloc events in the snapshot Currently don't emit them in the json, but that'll be the next thing Tests: took a perf snapshot on craggy
2 Months Ago
added playground.sculputres.sav TestSave - grid of some differently carved sculptures for material testing
2 Months Ago
merge from ai_wolf_iteration
2 Months Ago
Fix fire not scaring wolves when the player is standing on top of a tall object They will now approach very slowly, flee as soon as the player swings their torch, and flee after jumping if fire is still lit Cancel wolf jump when player goes down the tall object before the wolf arrives
2 Months Ago
merge from main
2 Months Ago
Preset hookup test