reporust_rebootcancel

130,007 Commits over 4,140 Days - 1.31cph!

10 Months Ago
merge from siege_weapons
10 Months Ago
cleanup
10 Months Ago
introduced manager class that allows marching cubes to be enqueued and then processed in parallel (only iterating and processing thoses that have requested it) - parallelises the marching between systems - parallelises the physics mesh baking across job threads as well
10 Months Ago
Bugfix: various ServerProfiler fixes and improvements - Account that native strings are not null terminated when doing unmanaged string comparison - Filter out native profiler funcs from annotation - Unregister profiler callbacks when stopping play in editor (this would cause mono crash on repeat plays due to GCed callbacks) - Reduce scope of unsafe keyword (as some funcs are safe) - Replace test-run annotation with fully enabled one - Hook in on frame end to count frames Tests: Started, stopped and started the game in the editor. Wrote some simple test code to validate StrEq. Validated in logs that native serverprofiler functionality is ignored.
10 Months Ago
trying glass decal as masked, with front culling to soften the look
10 Months Ago
merge from main
10 Months Ago
Fixed smg showing shell in the magazine too early in the animation
10 Months Ago
Fixed error on cable UVs
10 Months Ago
Desaturated catapult hook albedo
10 Months Ago
Polish to battering ram. Added decal components to entity.
10 Months Ago
Tweaked battering ram seat position Adjusted steering wheel min max angles, added playerModel steeringTargetDegrees
10 Months Ago
disable Halloween Dungeon spawns
10 Months Ago
sks viewmodel - reduce rotation sway to fix arms clipping camera
10 Months Ago
reduced per-cube temp allocs
10 Months Ago
lookup workarounds for unapproved salvage sword and stone pickaxe
10 Months Ago
Update: Filter instrumenting anotations based on class and namespaces - Added reporting of class and namespace into annotation log Currently only skipping ServerProfiler itself to avoid a recursion when invoking callbacks (will be tested in next submit). Tests: pressed play in editor - saw the instrumentation logs
10 Months Ago
Fixed siege tower raising
10 Months Ago
Compile errors
10 Months Ago
Tipped over siege tower wont parent players inside allowing to be used as combat cover with minimal glitching
10 Months Ago
BRZone material visibility improvements.
10 Months Ago
Fixed gap in battering ram drivers seat
10 Months Ago
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10 Months Ago
manifest
10 Months Ago
Merge from parent
10 Months Ago
Updated fuel gauge position and seat position on battering ram
10 Months Ago
Merge from mixingtable_click
10 Months Ago
Correctly respect max item stack sizes
10 Months Ago
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10 Months Ago
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10 Months Ago
converted to use burst and the jobsystem - still needs thought on multithreading, but about a 10x speedup from burst usage already
10 Months Ago
Moved steering wheel of battering ram forward (WIP). Secured some floating pulleys.
10 Months Ago
Phrase update
10 Months Ago
Merge from main
10 Months Ago
Add backpack to render scene and setup render script.
10 Months Ago
Fixed non-host RPS players needing to own gesture pack to join a game Setup steam item for pack, mark all new gestures as unlocked with the pack
10 Months Ago
packages burst 1.8.16->1.8.17 collections 2.5.1
10 Months Ago
Merge from main
10 Months Ago
Merge from ai_wolf_iteration
10 Months Ago
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10 Months Ago
Fix compile error on client
10 Months Ago
merge from t1smg
10 Months Ago
Remove debug ddraw text
10 Months Ago
Icons
10 Months Ago
Reduce the distance the wolf will flee each time you try to scare it again with torch swings / lighting the torch suddenly in melee range (only noticeable if you spam and chase the wolf instead of moving away)
10 Months Ago
Clamps are now defined directly instead of as modified.
10 Months Ago
Merge from main
10 Months Ago
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10 Months Ago
Mark SKS as an independent item, not a redirect (fixes incorrect blueprint whenr researching and not appearing in industrial conveyor filter) Set up backpack holster position
10 Months Ago
Updated store media assets + preview prefabs
10 Months Ago
Possible BlackjackMainScreenUI.SetNextFaceExpression NRE fix