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110,901 Commits over 3,897 Days - 1.19cph!

12 Days Ago
primitive -> Aux2
12 Days Ago
Added wheel FX to Ballista
12 Days Ago
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
12 Days Ago
Ballista damage redirection
12 Days Ago
Setup Medieval Metal Double Door Skin Asset File Game Manifest Update
12 Days Ago
merge from fix_barricade_placement_excavator -> main
12 Days Ago
S2P excavator
12 Days Ago
Mark coal piles at excavator as "barricades allowed"
12 Days Ago
merge from fix_antihack_kick_reserveslot -> main
12 Days Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
12 Days Ago
Look deving broken wood floor on jungle floor pieces
12 Days Ago
WIP: rewriting stream processing to gather frame data during pre-process step - Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4. Not complete, need to track down why alloc offsets are invalid for last frame.
12 Days Ago
merge from fix_exavator_bucket_lod -> main
12 Days Ago
merge from fix_exacator_bucket_lod -> main
12 Days Ago
Deployable positionOffset renamed to guideMeshPositionOffset
12 Days Ago
Removed duplicate normal map compression on workshop items
12 Days Ago
S2P excavator
12 Days Ago
Ballista damage renderer
12 Days Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
12 Days Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
12 Days Ago
Added player check triggers to catapult, battering ram and ballista constructables
12 Days Ago
Battering ram damage renderer
12 Days Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
12 Days Ago
Material bug fix on construction stage ballista
12 Days Ago
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
12 Days Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
12 Days Ago
Added Place Holder Medieval Metal Double Door Icon
12 Days Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
12 Days Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
12 Days Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
12 Days Ago
primitive -> Aux2
12 Days Ago
Full manifest rebuild
12 Days Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
12 Days Ago
Deployables can now show "Blocked by terrain"
12 Days Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
12 Days Ago
main -> primitive
12 Days Ago
hash_conflict_planter -> main
12 Days Ago
Fixed respawning planter causing hash conflicts on sockets
12 Days Ago
manifesti_fix -> primitive
12 Days Ago
12 Days Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
12 Days Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
12 Days Ago
edited player animation.controller so the shield impact animations work correctly
12 Days Ago
merge from primitive
12 Days Ago
Battering ram compile fix
12 Days Ago
Merge: from main Tests: compiled in editor
12 Days Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
12 Days Ago
merge from primitive
12 Days Ago
Fixed physics issue when building the ballista Added a position offset setting for deployable guide mesh
12 Days Ago
Siege tower deployable on rocks too