reporust_rebootcancel

111,540 Commits over 3,928 Days - 1.18cph!

6 Days Ago
Add primitive version of T1 tech tree, except satchel is missing (as an example)
6 Days Ago
Mark existing tech trees as the unknown era
6 Days Ago
Add support for a different tech tree for primitive gamemode
6 Days Ago
adobe folder structure fixes
6 Days Ago
adobe fixes
6 Days Ago
Restored standing anim when pressing ctrl Code cleanup, naming
6 Days Ago
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6 Days Ago
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6 Days Ago
Remove log, cleanup.
6 Days Ago
Merge from main
6 Days Ago
Horse prevent movement collider ignores the physics debris layer (dropped items)
6 Days Ago
Bugfix: more NRE reductions in server-demo - Skip VoiceData and other messages that we can't support in editor environment (or don't want to) - Properly "disconnect" player when entity is being destroyed - "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move). Tests: played back the same client demo, saaw the reduction in errors
6 Days Ago
Added Viewmodel Renderers to arm and arrow parts
6 Days Ago
Fixed horse saddle stack sizes
6 Days Ago
Remove start and end duration on fractional reload
6 Days Ago
Removed RidableHorseAudio logs
6 Days Ago
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6 Days Ago
Adding extra bones to knight armour for burst cloth test
6 Days Ago
tweaked skidding values
6 Days Ago
using pooled lists for disabling client/server collider interaction in-editor
6 Days Ago
Fix onkilled/ondied after merge
6 Days Ago
Merge from main
6 Days Ago
Merge from main
6 Days Ago
Pose backups
6 Days Ago
First pass on a new type of NPC that has a generic list of missions Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission Autofill icon fields, autofill translation token fields when making new objectives
6 Days Ago
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
6 Days Ago
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest) Cuts out around 7 clicks when creating a mission from scratch
6 Days Ago
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
6 Days Ago
Fixed catapult colliders scale
6 Days Ago
Siege tower damage renderer Ballista physics mat
7 Days Ago
merge from primitive
7 Days Ago
Compile fix
7 Days Ago
merge from primitive
7 Days Ago
Unsaved mat change
7 Days Ago
Removed empty spawn in spawn handler (old old horses)
7 Days Ago
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7 Days Ago
Can now specify a name for the newly created asset in the Create asset tool Can now delete child assets of a mission
7 Days Ago
Updated spawn.procmap.v3.prefab
7 Days Ago
Unsaved
7 Days Ago
Asset collection update
7 Days Ago
Horse audio Some anim improvements and optimisations
7 Days Ago
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7 Days Ago
Unsaved
7 Days Ago
Horse lateral damping back to 3, reduced when skidding
7 Days Ago
Assets backup
7 Days Ago
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7 Days Ago
Remove debug logging
7 Days Ago
WIP reload rotation fixes
7 Days Ago
Modify era editor window so you can select an era and see what items are blocked - default is "none", will show orange for unassigned items - selecting "primitive" will show red for blocked items
7 Days Ago
Bugfix: no more duplicate players when playing a client demo on server-editor Now there's an issue with disconnecting/destryoed players - about 8 NREs about acessing something dead during BasePlayer.ServerCycle Tests: played the same demo - max players was 20 instead of 1k