reporust_rebootcancel

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

Yesterday
Merge from set-layer-tool
Yesterday
Removed logs
Yesterday
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
Yesterday
Ballista client compile fixex
Yesterday
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
Yesterday
Setup for all weapon racks.
Yesterday
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
Yesterday
Merge from main
Yesterday
Ballista reloading cleanup Restored ammo switching Some client anim fixes
Yesterday
fix material issues with PlayerCopyTool
Yesterday
Have wolf smoothly decelerate instead of stopping dead in its tracks
Yesterday
Update: Gamephysics now uses TryGetComponent instead of GetComponent - Same perf in standalone builds, better perf in editor builds (avoids string format alloc for null obj description) Tests: Rode a horse on craggy and check profiler to confirm GamePhysics routines were triggered
Yesterday
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
Yesterday
Expose convar for wolf max per frame budget
Yesterday
Changed the ballista reloading to a hold R to reload system
Yesterday
Added steer angle calculation to load
Yesterday
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
Yesterday
Update: Adding missing ChangeLOD profiling annotation Tests: loaded 6k world and found it in profile data
Yesterday
Update: Annotating all VehicleFixedUpdate calls - Replacing existing Profiler.BeginSample with TimeWarning - Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile) Tests: loaded 6k world and looked through the profiling info
Yesterday
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
Yesterday
merge from main/Halloween24
Yesterday
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
Yesterday
reduced length scaling on dracula cape when ducked and mounted to 0.9
Yesterday
merge from military_tunnels_nvg_outfits -> main
Yesterday
S2P military tunnels
Yesterday
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs - only an appearance change: same health, loot & weapons as before
Yesterday
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
Yesterday
Add loadout for NVG military scientist outfit
Yesterday
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
Yesterday
Missed file
Yesterday
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
Yesterday
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Yesterday
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
Yesterday
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Yesterday
Added fx effects to all of the battering rams wheels
Yesterday
merge from fix_quarry_animator_lod -> main
Yesterday
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Yesterday
Updating hold types with new animations
Yesterday
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
Yesterday
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
Yesterday
Merge from fix_quarry_animator_lod -> main
Yesterday
S2P quarries
Yesterday
S2P pumpjack monuments (trainyard, powerplant, water treatment)
Yesterday
missing TowingJointBreakDebug file
Yesterday
Move the graphics settings in the options menu into a standalone prefab Render TweakUIDropdown as a dropdown in the preset editor
Yesterday
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
Yesterday
Show a colour in the Preset select editor
Yesterday
Added TowConfig to ballista Prevent mounting and dismount any mounted player when towed
Yesterday
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
Yesterday
Merge from main