reporust_rebootcancel

107,455 Commits over 3,836 Days - 1.17cph!

8 Minutes Ago
Fixed the fix.
11 Minutes Ago
Fixes
35 Minutes Ago
Grenades
6 Hours Ago
- added steam rich presence for waiting in queue and connecting to a server - basic tracking of queue wait times and status
Today
- take sun and ambient colors from proper TOD scattering components - make sunset/sunrise lighting on clouds MUCH prettier
Today
cape balance mummy + frankenstein mask loot tables
Today
occupancy stripping
Today
- Viewmodel animation updates - Added show bullet mesh states to animator - Reduced rotation sway to fix arm clipping issues
Small rock formations
Today
Make fsm declaration syntax more compact, fix scientist death
Today
Update scientist FSM to new system
Today
Fix scientist spinning when coming to a stop
Today
Fix scientist not moving (merge)
Today
Fix compile errors from merge
Minor cleanup and code move
Today
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- Code cleanup. - Added metrics.
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer. Added support for some fake wind and sway.
Today
Update: changing starting scene to be Bootstrap when running a perf test - Also removed direct world setup settings modification, instead pushing them to global World static params We have to go via Bootstrap because that's what initializes global systems. Will need to massage platform-specific transition logic to account for perf testing workflow (need to support CLIENT+SERVER flow). Tests: Test player fails because of CWD, but if I run TestPlayer manually it boots and loads to main menu, so I count it as pass-ish
Today
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Today
Update: Symlink assetbundles on test player build Tests: ran the test, validated that they got symlinked to expected path (but there are other issues, investigating)
Ensure ride horse shows up higher in menu before towing options
Today
io research table gibs
Today
client compile fix
Server build errors
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
Today
pivot work on battering ram wheel
Today
merge from Halloween24
Today
BC: separated origin adjustments between crawling and incapacitated wounded states - stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
Today
merge from main
Today
Added a system to show different gameobject based on whats loaded in the ballista magazine Set up a different placeholder model for each spear ammo item Fixed some client loading issue
Today
battering ram shell temp preview
Today
Update: Sneak in console cmds via command line Need a better way in the future, but for now this should allow to control test conditions. Tests: none (need to fix assetbundle copying first), though validated it sohuld work by reading through code
Today
Added a power bar to show the ballista reload progress Fixed issues when reloading with no compatible ammo in your inventory Code cleanup
Today
Merge from ai_wolf_iteration
Today
Merge: from main Tests: none
Today
Merge: from main Tests: none
Today
Added Ballista item and constructable prefabs
Today
test scene
Today
merge from main/Halloween24
Today
Merge: from profiling_improvements Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics. Tests: Rode a horse on Craggy and checked profiler for changes
Today
BC: handling null player properly in teleport check (player preview)
Today
Merge: from main Tests: none
Today
Merge from ai_wolf_iteration
Today
Fix wolf slowing down before jumping on foundation
Today
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes - stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender) - exposed LastTeleportTime in BaseMovement for this
Today
Fix for several item names when rendering unapproved skins.
Today
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Yesterday
Remove "shh" sound from Shush gesture. Added asecondary "Shush Vocal" gesture which keeps the sound. Updated gesture assets with new icons.
Yesterday
Updated gesture icons