reporust_rebootcancel

158,679 Commits over 4,566 Days - 1.45cph!

2 Years Ago
Added temporary rope material
2 Years Ago
Reduced thickness of tow rope, as well as ampliitude of wind
2 Years Ago
Fix for hands clipping through glove mesh in: Burlap Gloves TacticalGloves LeatherGloves NinjaSuit
2 Years Ago
Optim: Remove editor-only per-decal Update callback - They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead). Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
2 Years Ago
Use cliententities rather than serverentities to find other towing visuals
2 Years Ago
merge from qol_map_marker_num -> main
2 Years Ago
Fix wolves not stopping when ai.move is set to false while the server is running
2 Years Ago
Added Catapult Explosive Ammo FBX, Materials, Textures Setup Basic Catapult Explosive Ammo Prefab
2 Years Ago
Re-setup catapult for towing visuals
2 Years Ago
siege_weapons -> siege_weapons/visual_towing
2 Years Ago
▋ ▉▆▇▆█▋▌ ▌▍▊▆▍▍ ▇▋▅▍▆▄▍▍▊ ▅▅ ▆▇█ ▆▅▌▆ ▋▋█▊▄▍ ▇▌ ▇▆▄ ▍▇▉▍▉▇▍ ▋▍▍▋▍▌▍▅ ▅▍ ▄▇▉▋▄█▉▆█▊ ▊▅ ▊▇▊▋▍▊▋▊ ▆▌ ▄▆▇▌▆▍▋▊▊▍ ▋▇▋ ▄▊▆ ▌▍▍▋▄ ▊▇ ▉▇▊▄▆▍▆▇ ▉▊ ▆▇▇▇▅▅▉█▌▄▊█
2 Years Ago
Replaced small rock formations in the world setup
2 Years Ago
timed_explosive_hit_normal -> main
2 Years Ago
Added normals header
2 Years Ago
timed_explosive_hit_normal -> main
2 Years Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
2 Years Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
2 Years Ago
▄ ▌▍█▅▊ ▋▇▋▊ ▄▅▋▆▄▄▇▇▍▉▋▋▄▍▆█▊
2 Years Ago
deleted unused model prefabs
2 Years Ago
3p anim updates
2 Years Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
2 Years Ago
npc_spawn_on_cargo_fix -> main
2 Years Ago
Early return
2 Years Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
2 Years Ago
▌ ▇▉▌▋▅ ▇▆▆▅ ▆▌█▍▊▉▆▍▊▌▅▌▄▋▄▋▇██
2 Years Ago
Easier to target catapult ammo storage Increased reload time
2 Years Ago
Merge: from main Tests: none (trivial merge)
2 Years Ago
Improved catapult deployable prefab sockets Easier to deploy on uneven terrain
2 Years Ago
Merge: from vehicle_optims Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0
2 Years Ago
blocking off large oilrig passage
2 Years Ago
merge from main
2 Years Ago
Merge: from main Tests: none (trivial merge)
2 Years Ago
Optim: Avoid trying to sync non-mounted mountables - Implemented via a mounted-queue that gets populated when a vehicle/animal is mounted This saves 0.5ms on a 6k world map with no players riding vehicles. Tests: on Craggy rode a kayak and validated player transform sync was happening via profiler. Loaded 6k world and validated that the original 1.3k item queue was gone.
2 Years Ago
moved splitter boxes out of the way in excavator
2 Years Ago
- Make sure to cancel pulling if the pulling player dies or is disconnected - Additional server side checks - Added pulling speed modifiers on ballista and siege tower
2 Years Ago
Decreased catapult fire recoil force when the handbrake is off
2 Years Ago
merge from siege_weapons/speedmod
2 Years Ago
Missing modifier type
2 Years Ago
Merge from speedmod_cherrypick
2 Years Ago
Cherry pick 104487 (movement speed phrase)
2 Years Ago
Setup modifiers on catapult
2 Years Ago
Merge from speedmod_cherrypick
2 Years Ago
Don't expire modifiers that have no duration. Max of one interaction source per modifier type.
2 Years Ago
wip applying speed modifier to pulling players
2 Years Ago
Update: Reducing access to BaseMountable internal state - Mods can workaround by using existing API Future optim depends on internal state being tightly controlled, so this makes it easier to prove that it'll be safe. Tests: rode the zipline on craggy
2 Years Ago
Merge from speedmod_cherrypick
2 Years Ago
Remove log
2 Years Ago
turned wind movement off on LOD1 wall overgrowth
2 Years Ago
Merge from speedmod_cherrypick
2 Years Ago
Merge from interaction