reporust_rebootcancel

158,692 Commits over 4,566 Days - 1.45cph!

2 Years Ago
Merge from main
2 Years Ago
Merge from teleportpos_improvements
2 Years Ago
fixed negative scale on dracula cape worldmodel collider
2 Years Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
2 Years Ago
Merge from main
2 Years Ago
server-only compile fix
2 Years Ago
client-only compile fixes
2 Years Ago
wip io research table
2 Years Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
2 Years Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
2 Years Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
2 Years Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
2 Years Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
2 Years Ago
viewmodel - ammo state/ choosing correct reload states
2 Years Ago
more towing strength adjustment
2 Years Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
2 Years Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
2 Years Ago
Move the shield to the back while reloading a projectile weapon
2 Years Ago
Can't use the ram without starting the engine
2 Years Ago
Recache the viewmodel renderers Added a deploy delay so the player can't block immediately while the deploy anim is playing
2 Years Ago
viewmodel renderer setup
2 Years Ago
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
2 Years Ago
Removed allowedItems list from Mailbox, this list is now in StorageContainer
2 Years Ago
Better catapult colliders, added lootpanel prefab
2 Years Ago
Added worldmodel prefab and icon
2 Years Ago
merge from fix_quarry_animator_lod -> main
2 Years Ago
added 3p shield impact melee and impact ranged anims to player animation.controller
2 Years Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
2 Years Ago
halved twoing joint break strength
2 Years Ago
merge from main
2 Years Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
2 Years Ago
Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
2 Years Ago
Merge: from main Tests: built all modes locally
2 Years Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
2 Years Ago
Merge from ai_wolf_iteration
2 Years Ago
Fux compile errors
2 Years Ago
server compile fix
2 Years Ago
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2 Years Ago
Buildfix: Hide DDraw calls behind CLIENT Tests: checked all build modes
2 Years Ago
Update: DDrawAIDataPoints is an editor server var (instead of client) - Also fixed formatting and borked whitespace on one line This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing). Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
2 Years Ago
Adjusted battering ram and ballista mount positions
2 Years Ago
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate - Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step) - Will reconcile the client cmd line arg but server logic in next CL This wins us 5.5ms on 6k procedural map in editor Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
2 Years Ago
SimpleVehicleVisuals server compile fix
2 Years Ago
Merge from ai_wolf_iteration
2 Years Ago
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2 Years Ago
Make wolf foundation jump more consistent
2 Years Ago
Added melee and ranged shield impact slots to player model and viewmodel animators
2 Years Ago
edited shield entity positions so the shields sit correctly in the hands
2 Years Ago
Can no longer sprint while blocking with a shield Fixed blocking flag not being applied on server
2 Years Ago
Battering ram player model IK setup, added placeholder steering wheel