reporust_rebootcancel

112,122 Commits over 3,928 Days - 1.19cph!

17 Minutes Ago
1 Hour Ago
Updating more player seeds to v4 rig
1 Hour Ago
fixed slight gaps around wall frame semi circle on swirling wallframe
1 Hour Ago
merge from main -> primitive_gm
2 Hours Ago
Merge from main
2 Hours Ago
Merge from main
2 Hours Ago
Merge from main
2 Hours Ago
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
2 Hours Ago
Fixing scoop not being skinned on battering ram
2 Hours Ago
merge from primitive -> primitive_gm
3 Hours Ago
updated minicrossbow 3p anims to match viewmodel
3 Hours Ago
Clean: DemoServer - removing custom tick vizualization logic It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning Tests: editor compiled in Server mode
3 Hours Ago
Updated catapult world colliders, tweaked wheels stiffness
3 Hours Ago
Update: ServerDemoPlayer - players now move based on tick history - Added recording of userIds to full server demos (need to match against players in saves) - Added a callback for when world loading is done to do any additional logic (in demo case, matching players) Tests: played back a 30s demo from Craggy
4 Hours Ago
▄▄▋▍▆▌▆ ▇▆▍▉▊▊▋▊▊ ▍▉▋▇▍▍▄▅▍ ▅▅▌█ ▊▆▉ ▍▆▅▍▇▌▌▌▅ ▇▍▉▇▄▊█▊ ▇▉ ▋▊▆▇▄▍ ▉▄▅▊█▍▊▊ ▍▊█▉▋▆ ▅▊▍'▆ ▉▄█▌ ▌█ ▋▆▄▄ ▉▌▊▌▄▍ ▌▋▋▅▊█▆
4 Hours Ago
- Experiments with ballista - Missing prefabs
4 Hours Ago
Fixed ballista reload end sound not playing
4 Hours Ago
merge from main
4 Hours Ago
made minicrossbow reload anims quicker, from 97 frames to 70 frames
4 Hours Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
4 Hours Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
5 Hours Ago
Fixed ballista audio, had fun with animation events and cycle offset animation
5 Hours Ago
primitive -> Aux2
5 Hours Ago
Updating battering ram rig with new uvs
5 Hours Ago
▊▅▋ ▋▆▇▇▇▌ ▉▋▍▌ ▇▊ ▅▉▅▆▊▆ ▄▊▅▍▆▍█▍ ▉▍▆▍ ▋▅▄▋▅██▋ ▋▉ ▇ ▋█▌ ▅▊▊ ▆▊▅▆▇▉█▉ ▋▍█▌█▇▊▉ ▄▅▅▉▇▇▋▋▌ (█▉▇██ -> █▌▋▆▆▆ -> ▅▋▇▊▊)
5 Hours Ago
Fix tiger anim pops when sleeping and roaming
5 Hours Ago
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
5 Hours Ago
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population Add `delete_all_populations` to delete all entities inside every spawn population
5 Hours Ago
merge from garage_door_wire_fix
5 Hours Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
5 Hours Ago
Increased ballista textures aniso level, less blurry in first person view
5 Hours Ago
primitive -> 4ShotMiniCrossbow
5 Hours Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
5 Hours Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
6 Hours Ago
Updated Pie Materials and Increase Pie AO Texture Map
6 Hours Ago
merge from primitive -> aux2
6 Hours Ago
merge from primitive_gm -> primitive
6 Hours Ago
Fix NRE on server startup by removing the balancing of spawn population weights - trust that the convars will be set early enough in startup - worst case the weights will even themselves out as players consume resources
6 Hours Ago
merge from primitive -> primitive_gm
6 Hours Ago
Remove unused max walking speed
6 Hours Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
6 Hours Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
Today
Update: ServerDemoPlayer - now loads a save associated with the chunk Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next. Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
Rotated Crossbow worldmodel again
Today
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0. Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
Added right click method to print out npc vending orders into a nice text format
Today
Baseline
Ensured the rest of the siege towers are in the correct bundle
Ensured siege tower is in the correct content bundle