reporust_rebootcancel

130,136 Commits over 4,140 Days - 1.31cph!

11 Months Ago
Compile fixes
11 Months Ago
BatteringRam now inherits from GroundVehicle
11 Months Ago
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11 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
11 Months Ago
Buildfix: Harmony loader is conditionally built via asmdef settings - Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines - Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64). Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
11 Months Ago
Update: Exclude unnecesary scenes when PerfFwk is enabled - We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues - It also saves iteration time, since we only build scenes we'll use for perf testing Tests: same as before
11 Months Ago
main -> vines
11 Months Ago
Update: Moving perf tests to PerfFwk plugin - Added additional references to PerfFwk Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
11 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
11 Months Ago
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11 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
11 Months Ago
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11 Months Ago
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11 Months Ago
Potential fix for wolves jagged jumps
11 Months Ago
Merge from blowpipe
11 Months Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
11 Months Ago
Refactor modifier application so I can use it elsewhere.
11 Months Ago
Merge from main
11 Months Ago
merge from main
11 Months Ago
merge from fix_crafting_queue_wrong_item
11 Months Ago
merge from planter_night_rainfall_fix
11 Months Ago
merge from launchsite_flow_fix
11 Months Ago
merge from dpv_fixes
11 Months Ago
merge to main surrendering_duck
11 Months Ago
merge from frontier_hatchet_bc_fixes
11 Months Ago
merge from hempcolor
11 Months Ago
Merge from main
11 Months Ago
Merge from thirdperson_orbit_cam
11 Months Ago
Merge from main
11 Months Ago
WIP
11 Months Ago
Fixed some duplicate arms
11 Months Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
11 Months Ago
Backups
11 Months Ago
Merge from main
11 Months Ago
Added orbit camera to third person camera view for devs/admins. Hold alt when using third person camera to use. Mousewheel zooms in out.
11 Months Ago
Male head B rig V3
11 Months Ago
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11 Months Ago
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11 Months Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
11 Months Ago
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11 Months Ago
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11 Months Ago
Fix animals walking through crates and barrels
11 Months Ago
Fix wooden covers not carving navmesh
11 Months Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
11 Months Ago
setting up metal shield viewmodel
11 Months Ago
Undo: auto-reference of PerformanceTesting lib Trying out a different approach Tests: none
11 Months Ago
Activated towing on all siege weapons
11 Months Ago
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11 Months Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
11 Months Ago
Auto dismount player at the end of sampling (just use distance for now)