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105,897 Commits over 3,806 Days - 1.16cph!

10 Years Ago
Reduced minimum distance between two rad towns
10 Years Ago
Conditional mesh work ~~ armored skin
10 Years Ago
Fixed the cause of a metric ton of road network generation weirdness Only generate roads of a certain length, discard super short ones
10 Years Ago
EAC update
10 Years Ago
Added graphics.lodbias Added NearbyEntities to camera Made conditional models only care about nearby entities (fixes holes in foundations) Trigger object lists use HashSet instead of List (perf improvements when adding/removing)
10 Years Ago
Fixed invisible placement guide
10 Years Ago
Added cliff prototypes Added three static decor placement types (white noise, value noise and uniform)
10 Years Ago
Added physics stats to dump
10 Years Ago
Removed bullshit assert
10 Years Ago
Removed "unconnected packet" warning because it worries server host for no reason
10 Years Ago
Fixed playerattack nre Duplicate entity in save handling/warning Increase general terrain friction
10 Years Ago
Steam stat recording
10 Years Ago
Fixed save list warnings Added asserts for multiple spawn calls
10 Years Ago
wip
10 Years Ago
fix for viewpunch NRE (maybe?)
10 Years Ago
Fixed skin guide being invisible
10 Years Ago
Added map size/seed to server tags
10 Years Ago
Spectate optionally takes a target string - partial username or steamid
10 Years Ago
Undone tom's invisible player patch
10 Years Ago
More of megs icons
10 Years Ago
improved the 3rd person animations for hatchet (idle / jog / run)
10 Years Ago
new meshes body meshes
10 Years Ago
Conditional mesh work ~~ wood skin
10 Years Ago
Only generate rivers of a certain length, discard super short ones
10 Years Ago
Textures: Normals for default head (works with fixed torso) and normals for new head. Composite map for skin shader. Highpass map. Materials: Player_skin Update: Fixed vertex split = new mesh (updating soon) New mesh = rebake of normals. Updated uv maps to make better use of wasted space. Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
10 Years Ago
Reduced maximum allowed path slope from 35 degrees to 30 degrees
10 Years Ago
Conditional mesh work ~~ twig skin
10 Years Ago
Merge from main
10 Years Ago
Temporary fix for players spawning at world origin with some seeds
10 Years Ago
Merge from main
10 Years Ago
Workaround for "group < 0x7fff" spam on load inside the editor
10 Years Ago
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering) Tweaked lake and island shape
10 Years Ago
Viewmodel arms use player skin colour
10 Years Ago
fixed compile error on server (sorry)
10 Years Ago
Melee tools have punch feedback when hitting 'wrong' nodes
10 Years Ago
More work on conditional corner meshes, deployed to all walls for stone building skin
10 Years Ago
Part 2
10 Years Ago
Various nature stuff part 1
10 Years Ago
Fixed low wall sockets
10 Years Ago
Testing wall blocks with LOD
10 Years Ago
Properly separated ocean and lake topologies Fixed players sometimes spawning next to lakes Fixed lighthouses sometimes spawning on lakes Fixed lakeside decor sometimes spawning next to ocean
10 Years Ago
more AI profiling stuff
10 Years Ago
Perf is better without dynamic batching enabled
10 Years Ago
Subtracted changeset 6468
10 Years Ago
Merge from main
10 Years Ago
Disabled roadside trees (until the roadside topology fix can be merged to main)
10 Years Ago
Create SoundDefinitions from existing Sounds
10 Years Ago
Add SoundDefinition
10 Years Ago
Can place foundation stairs upwards + downwards more predictably Made roofs more predictable to place
10 Years Ago
Fixed ricochets not showing up for other clients! Added ricochet effect stone pickaxe behaves more like the stone hatchet (but for ore)