reporust_rebootcancel

108,151 Commits over 3,867 Days - 1.17cph!

6 Days Ago
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6 Days Ago
Slightly grey out any recipe names that we don't have the ingredients for.
6 Days Ago
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6 Days Ago
Added lead point support to fake physics rope
6 Days Ago
Tweaked AO intensity on all rock formations to prevent overdarkening
6 Days Ago
Shift clicking a recipe adds ingredients for the maximum affordable items. Misc fixes.
6 Days Ago
Merge: from main Tests: none
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6 Days Ago
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6 Days Ago
Merge: from main Tests: none(trivial merge)
6 Days Ago
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merge from main
6 Days Ago
Merge from ai_wolf_iteration (huge perf boost)
6 Days Ago
Fixed deployable spawning with the wrong health (introduced by 106680)
6 Days Ago
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
6 Days Ago
Updated Catapult Explosive Ammo Textures and Materials
6 Days Ago
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components - Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed - Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct - Remove transitions updates (time elapsed now uses a timestamp) - Add more TimeWarning coverage
6 Days Ago
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6 Days Ago
6 Days Ago
Correctly include mixing table inventory (or not) in affordabilty checks.
6 Days Ago
Repeat clicking a recipe will add another set of ingredients to the mixing table. Refactored some affordability and logic to handle this.
6 Days Ago
-Ballista Added detail blockout ready for rigging
6 Days Ago
Merge: from remove_editor_update Removes around 1.5ms from 6k world in the editor and fixes longstanding bugs with the decal editing. Tests: Created a bunch of decals, modified their properties(changes visible), deleted them(no NREs), ran in game - still visible.
6 Days Ago
Merge: from main Tests: none(trivial merge)
6 Days Ago
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6 Days Ago
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6 Days Ago
merge from halloween24
6 Days Ago
BC: fixing cloth flinging away with large rotation changes - changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better - made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density - brought the floor up on the dracula cape damping curve slightly
6 Days Ago
Parent merge
6 Days Ago
Raw anim backups
6 Days Ago
Merge from main
6 Days Ago
6 Days Ago
Merge from gesturepack
6 Days Ago
Anim adjustments
6 Days Ago
Gesture picker looks a bit nicer when there are no more gestures to apply
6 Days Ago
6 Days Ago
Knuckle crack anim fixes
6 Days Ago
Parent merge
6 Days Ago
Don't play the lose animation when drawing
6 Days Ago
Merge from gesturepack
6 Days Ago
Added new gesture preview clips for the options menu. Enabled looping on menu video player element.
6 Days Ago
Unsaved sound timing change
6 Days Ago
RPS foley sounds
6 Days Ago
RendererLOD and MeshLOD will now only set isSmall if it can find a renderer with a bounds with a size > 0 on any axis Should hopefully resolve missing shadows when using monument scenes due to the changed initialisation sequence
6 Days Ago
Knuckle crack sound timing tweaks
6 Days Ago
Halloween 2024 Adam backup
6 Days Ago
Merge from qol_teleport2grid -> main
6 Days Ago
Gesture foley sound tweaks