reporust_rebootcancel

133,443 Commits over 4,293 Days - 1.30cph!

1 Year Ago
fixed lunar dividers not being destroyed after frame is destroyed
1 Year Ago
Add debug counters to compute, adjust noise compute for better placement, add toggle for instancing, fix incorrect cell bounds calculation, improve foliage cpu count estimation, improve foliage random positions, and add camera culling to foliage compute.
1 Year Ago
First pass on spawning process, status tracking, loot panels
1 Year Ago
Prototyping a new simple chicken for use in coops
1 Year Ago
Merge from parent
1 Year Ago
Merge from main
1 Year Ago
Merge from admin_esp
1 Year Ago
Merge from primitive
1 Year Ago
compile fixes
1 Year Ago
Merge from primitive
1 Year Ago
Allow in third person
1 Year Ago
4ShotMiniCrossbow -> primitive
1 Year Ago
- Moved start barrel rotation to the correct time - Finally fixed the last few artifacts with reload -> idle layer changes
1 Year Ago
Merge from main
1 Year Ago
Show server convars in the find menu while playing in Client/Server mode in the editor
1 Year Ago
Added a small delay before a weapon can be used after lowering the shield (0.2s) Transition out of the attack animation faster if the player is going into a shield hold (shortens time players hand clips through shield in third person with guns)
1 Year Ago
Fix compile errors
1 Year Ago
merge from optimize_prepare_prefabs -> primitive
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Fix horse comfort not working with new ridable horses
1 Year Ago
Codegen
1 Year Ago
Fix items showing red (restricted) in F1 menu if they were blocked for crafting/vending but allowed in loot
1 Year Ago
- Fixed angle glitching backwards between each reload step
1 Year Ago
Tweaked ballista recoil
1 Year Ago
Fixed teleportteam2me not working correctly, will also now support sleepers Added teleporttargetteam2me, takes a team id and will teleport all logged in and sleeping members of that team to the player
1 Year Ago
Prefab fix.
1 Year Ago
Ballista: decreased reload time, increased turning speed, 360 degrees range and increased vertical down angles
1 Year Ago
Screenshake tweaks.
1 Year Ago
Ram stone impacts.
1 Year Ago
- table cloth material fix
1 Year Ago
Make the optimization for prepare prefabs a command line option as well so it can be toggled if it has issues (`-batch_manifest_imports`)
1 Year Ago
Add opt-in command line option `throw_manifest_error` to throw an error on manifest exception instead of continuing and using the manifest in the repo - will switch to opt-out once the manifest errors are fixed
1 Year Ago
Rename StopTransaction() -> EndTransaction()
1 Year Ago
Reimplement PreparePrefabs build optimization - wrap game manifest in StartAssetEditing() so it doesn't import prefabs between each step of the manifest - cache the labels applied while StartAssetEditing() is called so that it correctly applies multiple tags
1 Year Ago
Delete menu button that tested callback of amplify import lag spike
1 Year Ago
Remove debug spam from previous amplify import fix
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Apply gamemode convars on server startup instead of when the entity is spawned - ensures convars are applied when the rest of server config is loaded
1 Year Ago
Spent a bunch of time trying to ensure that the spawn handler would rebalance the nodes when the server's era is changed and there should be lower % of sulfur nodes
1 Year Ago
Setup tiger fsm and hook anims
1 Year Ago
40% ~ increase on mini crossbow projectile velocity
1 Year Ago
- Fixed reload animations - Further polish and refinements to transitions
1 Year Ago
Exhaust fixes.
1 Year Ago
Update: Expand IServerCallback to include on-demand-save functionality - Changed relevant calls to propagate the implementation FullServerDemos will need to invoke these for relevant chunks Tests: compile only (though this is a torn submit - FullServerDemos will come in next cl)
1 Year Ago
added Swim/SwimAttack/SwimIdle/SwimSprint animations added temp crocodile fbx with all animations
1 Year Ago
New: SaveRestore can write to streams on demand - Refactored common functionality betweeen save-to-file and save-to-stream - Added thread-safe stream queue for stream requests - Added callbacks for when stream writing is complete Working on server demos having a save for each of it's chunks - this is a part of a larger submit. Tests: using a save of procgen map from staging(140k entities), tested manual full save via rcon, default automated save(every min) + frequent automated save (every second). Loaded all saves - no errors
1 Year Ago
Added some ramp colliders at the back and front of the battering ram to help with the ground clearance
1 Year Ago
Fixed SiegeWeaponVehicleAudio NREs
1 Year Ago
edited vm minicrossbow reload anims
1 Year Ago
Adjust tiger bounds