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134,410 Commits over 4,444 Days - 1.26cph!

2 Months Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
2 Months Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
2 Months Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
2 Months Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
2 Months Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
merge from automated_testing
2 Months Ago
Merge from industrial_crafter
2 Months Ago
Craft speed multiplier fix. Pool fix
2 Months Ago
Cleanup
2 Months Ago
add engineer reinforced upgrades
2 Months Ago
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
2 Months Ago
Optimised test runner window OnGUI stack Editor test runs are faster
2 Months Ago
adding an industrial crafter test setup save
2 Months Ago
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
2 Months Ago
2 Months Ago
custom editor for attachments to help joint config
2 Months Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
2 Months Ago
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
2 Months Ago
Made the LODBakerTest script compatible with the new Bake functions arguments
2 Months Ago
updted upgrade placements for engineer and workbench tier 1
2 Months Ago
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
2 Months Ago
Merge from parent
2 Months Ago
deleted duplicate 3p spas anims
2 Months Ago
moved l96 holdtype to correct folder
2 Months Ago
Cherry Picked from 130098 (Removing LOD Baker debug code)
2 Months Ago
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
2 Months Ago
merge mortar_prototype to main
2 Months Ago
Remove previousLegAnimatorState tracking, apparently I added that for nothing
2 Months Ago
merge from main
2 Months Ago
More setup tests
2 Months Ago
Removed hull_corner prefabs, unused
2 Months Ago
merge mortar_prototype to main
2 Months Ago
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
2 Months Ago
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
2 Months Ago
main -> vendingmachine_ui_refresh
2 Months Ago
Merge: from main
2 Months Ago
removed uneeded anims events from some 3p anims
2 Months Ago
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
2 Months Ago
Merge: from main
2 Months Ago
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
2 Months Ago
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
2 Months Ago
Updated player update animation import preset
2 Months Ago
exported edited 3p swimming anims
2 Months Ago
Test placement for accelerate. item setup.
2 Months Ago
merge from automated_testing
2 Months Ago
Added category selection to the test runner window
2 Months Ago
Fixing prisoner hood skinning and missing LODs
2 Months Ago
Pool table animation clips - loop and prop pass