reporust_rebootcancel

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

2 Years Ago
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2 Years Ago
Clientside affordability check first
2 Years Ago
Clicking a mixing table recipe will auto add all the ingredients to the mixing table inventory in the correct amounts/locations
2 Years Ago
Markers now default to a number as their name (0,1,2,3,etc) - can toggle behavior with `map_marker_autoname` - can specify the default color for map marker with `map_marker_color` convar - -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
2 Years Ago
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2 Years Ago
merge from halloween24
2 Years Ago
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2 Years Ago
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2 Years Ago
- More logs - Call set tow id with detach
2 Years Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
2 Years Ago
- Additional Logs - Codegen
2 Years Ago
Initial work on seeing the actual tow connection as ropes: - Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches - Horse now syncs the entity id of the entity its towing - Created TowingVisuals class which creates and manages rope connections - Uses FakePhysicsRope to connect up and simulate ropes - Setup base prefab - Setup catapult towing visual connection points
2 Years Ago
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2 Years Ago
Merge: from profiling_improvements Removes boxing allocations in Pool.Get and Pool.Free in Editor context. Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Update: Make Pool capacity waste tracking off by default - Added an editor-only command to enable it, "pool.memory_overhead_tracking_enabled" - Cleaned up implementation a smidge, left a comment explaining where the box is coming from - "pool.print_memory_overhead" skips entries with 0 overhead I couldn't find a way to avoid boxing in a generic call, so I decided to disable this telemetry gathering by default to avoid muddying profiler data. Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
2 Years Ago
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2 Years Ago
Merge from ai_wolf_iteration
2 Years Ago
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
2 Years Ago
merge from AnimalRagdollUpdate
2 Years Ago
Fire fire blocking the wolves unreachable behaviour from triggering
2 Years Ago
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2 Years Ago
Reduces wolf odds of trying to resist fire
2 Years Ago
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2 Years Ago
Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
2 Years Ago
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
2 Years Ago
cleared tunnel obstruction in military_tunnel
2 Years Ago
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2 Years Ago
Added all temperature tea recipes (base ones are placeholder ingredients) Added recipes to mxing table recipe list.
2 Years Ago
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
2 Years Ago
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
2 Years Ago
Remove siege weapon towing from cars
2 Years Ago
Rough ballista, catapult and battering ram crafting cost balacing
2 Years Ago
Tweak timers and distances
2 Years Ago
Can't push siege weapons when standing on it
2 Years Ago
Re-appear delay, convars.
2 Years Ago
S2P military tunnels, powerplant, trainyard, water treatment plant
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Merge from world_update_2
2 Years Ago
save++
2 Years Ago
Setting twist bone setting for player avatar to 0.5 to fix twist bones
2 Years Ago
adjusted improvised shield handle size to make it smaller
2 Years Ago
io arrow + temp input/output materials
2 Years Ago
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
2 Years Ago
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
2 Years Ago
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
2 Years Ago
Use a different syntax for HFSM declaration which results in a more compact and readable tree
2 Years Ago
Renamed SksViewmodel class to MagazineStateViewmodel now that it is being used for multiple weapons Removed the useEmptyAmmoState field on BaseProjectile and exposed it as an option on the MagazineStateViewmodel component (see SetHasAmmoParam) Updated affected weapon viewmodels: t1 smg, sks, semi auto pistol, m92, prototype 17
2 Years Ago
Merge from mission_accept_nre
2 Years Ago
Fixed a case where a player would receive client NRE's if they were talking to an NPC and another player accepted a mission while the original player had the conversation open