reporust_rebootcancel

158,705 Commits over 4,566 Days - 1.45cph!

2 Years Ago
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
2 Years Ago
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
2 Years Ago
Restored battering ram animations Moved the existing models into a placeholder folder
2 Years Ago
exported edited 3p shield idle pose anim
2 Years Ago
Restored battering ram model position
2 Years Ago
Update: TreeToolRenderer can visualize newly created trees - Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
2 Years Ago
Ballista reloading fixes and cleanup
2 Years Ago
player animator update plus idle pose
2 Years Ago
Snakes now slowly turn to face in-range players. Client-only visual triggers, notifications and optimisations.
2 Years Ago
updated holster position for metal shield
2 Years Ago
Added a very first pass of door controller tests using copypaste to load pre-built circuits
2 Years Ago
voice_chat_cctv -> main
2 Years Ago
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2 Years Ago
Add `downloadpaste <url> <name>` command - default to using the filename in the url - can override name if it is going to overwrite the paste Add `renamepaste <old> <new>` and `deletepaste <name>` commands - allows you to rename pastes after you download or want to reorganize - can delete if needed too Add `upgrade_looking` and `skin_looking` commands - same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you - easier way to upgrades in front of you - will only search directly attached building blocks, won't handle external TCs - add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
2 Years Ago
Update: TreeToolRenderer can track modifications to existing trees - replaces previously half-working OnToolGUI Tests: on swamp_a, modified tree's prefab - saw visuals change
2 Years Ago
file naming and organising
2 Years Ago
Rock - Override controller updated to use v3 anims
2 Years Ago
Clean: remove unnecessary event callback for TreeToolRenderer Tests: reopened swamp_a
2 Years Ago
assigned shield 3p anims on player animation controller and edited metal shield position in its entity
2 Years Ago
Bugfix: Restoring kayak to version from 105500 It got missmerged into nothing(empty prefab), even though it should've automerged Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
2 Years Ago
Update: TreeToolRenderer only runs on prefab scenes Tests: loaded up swamp_a - trees were visible.
2 Years Ago
Trigger fixes. Remove log spam.
2 Years Ago
merge from main
2 Years Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
2 Years Ago
Update: move TreeEntityEditor closer to Resource Editor folder It was in a generic editor folder previously, and we have a specialized folder now Tests: loaded up swamp_a monument and checked gizmos still draw
2 Years Ago
Optim: Replace TreeEntity.Update with a an editor-only renderer - Handled by an EditorTool(work in progress, doesn't track all changes to the scene) This wins back 16ms on a 6k world in editor. Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
2 Years Ago
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
2 Years Ago
Merge from copypaste -> main
2 Years Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
2 Years Ago
Add ability to undo pastes with `undopaste` command - only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
2 Years Ago
second noise layer for coverage
2 Years Ago
Adding new player anims
2 Years Ago
Allow pasting directly from name - `paste cars1` will load "cars1" and paste it while persisting current clipboard Filter entities when pasting instead of copying (allows you to change filters after copying a single time) - change convars from "copy_npcs" to "paste_npcs" - filter entities that have no parent when pasting - add option to filter vehicles
2 Years Ago
Client trigger, art root setup. Initial basic facing nearest player logic.
2 Years Ago
setup admire anim for metal shield
2 Years Ago
Codegen
2 Years Ago
Snakes can now reposition after striking. Added variables and convars for reposition chance, min/max radius and multipliers.
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Merge: from requesttrees_spike This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server. Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
2 Years Ago
merge from kayak_perf_fix
2 Years Ago
merge from icesheet_fix
2 Years Ago
Merge: from main Tests: none
2 Years Ago
merge from oases_topology_fixes
2 Years Ago
merge from optimize_hbhf
2 Years Ago
merge from voice_chat_cctv
2 Years Ago
Merge from main
2 Years Ago
merge from nuking_old_cliffs_in monuments
2 Years Ago
merge from main
2 Years Ago
Large surface tuning
2 Years Ago
Merge from main