reporust_rebootcancel

135,528 Commits over 4,324 Days - 1.31cph!

1 Year Ago
- Fix BeeSwarmAi disable convar - Ensure Bee Swarms can get to sleeping players
1 Year Ago
Apply D3D11 hack to fix IndirectDrawIndexedArgs.startInstance to Metal and OpenGL as well. Actually, the hack is now enabled for all renderers except Vulkan.
1 Year Ago
bee grenade viewmodel - anim updates - improved transition in animator - tweaked model position in viewmodel prefab
1 Year Ago
Missing bromeliad spec
1 Year Ago
Update phrases
1 Year Ago
merge from cookingv2
1 Year Ago
Update ownership phrase of corpses
1 Year Ago
wip tiger attack ledge anim editing so it works on low ledges as well as higher ones
1 Year Ago
Update metal detector phrase
1 Year Ago
bugfixes
1 Year Ago
Added collectible double yield modifier, giving a small chance to get double loot when picking up a collectible Enabled on pumpkin pie for now
1 Year Ago
merge from main -> item_ownership
1 Year Ago
merge from fix_runtime_profiling_container_url -> main
1 Year Ago
Fix runtime profiler not running when using the new upload container convars - required the SAS token convar to be set even if it was using the container upload method
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Reduced normal intensity of mossy wood floor. Added WIP bespoke bamboo stairs to ziggurat. Committing missing mauritia meta. Replaced missing prefab links from zigg scene.
1 Year Ago
tool for checking trigger exclude layers for TriggerBase across assets
1 Year Ago
Horizontal header navigation
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
Stop current anim on client when entity is recycled
1 Year Ago
Fix root motion NRE
1 Year Ago
Add convar to control if item ownership is shown on client - `show_item_ownership`
1 Year Ago
merge from coarse_grid_bounds_fix
1 Year Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
1 Year Ago
Fix client server compile errors
1 Year Ago
Fix potential animation invalid state (animation stopped, but still playing) Fix tiger potentially getting stuck out of navmesh
1 Year Ago
Bee atlas files.
1 Year Ago
Merge: from parallel_validatemove * Modifies Full Server Demo recording to grab more data + timestamps per packet * Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object * New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs` * Added GamePhysics batch versions of OverlapCapsule and OverlapSphere * Couple unit tests to check Water's batch queries against non-batched versions Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
merge from main
1 Year Ago
mauritia flexuosa - rest of the models and prefabs
1 Year Ago
merge from ioentity_optims2
1 Year Ago
honeycomb world model Meshlod, materials and textures updated existing honeycomb prefabs accordingly
1 Year Ago
Smooth out initial tiger rotation when preparing to leap
1 Year Ago
RF broadcaster and receiver flag networking
1 Year Ago
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1 Year Ago
merge from jungle_foliage
1 Year Ago
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1 Year Ago
bee grenade vm - added new admire - tweaked throw aim anim - new animator - set viewmodel prefab to use new animator
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Clean: ServerDemo - fix up names of entities that get reported via errors Tests: played back procgen demo
1 Year Ago
Added a bee swarm ai specific convar to disable them
1 Year Ago
- Made new convar to ensure AI weapons will also listen to AI settings 'ConVar.AI.effectaiweapons' - Bee Swarm AI now listens to ignore players and think settings if effect ai weapons is enabled (off by default)
1 Year Ago
Storage monitor only network flags
1 Year Ago
Start to preemptively do some optimisation work on BeeSwarms
1 Year Ago
Bugfix: ServerDemoPlayer - invert the error reporting logic for DestroyEntity Previously, we considered it an error if we couldn't find an entity that demo stream tried to destroy. But, if the server behaves correctly, then it should be already destroyed - so now we report an error when we do find an entity. Tests: played back the complex demo from procgen - errors still present, but harmless
1 Year Ago
Bee Swarm: - Increased particle size - If a player has managed to get far away from somehow then give up