reporust_rebootcancel

108,311 Commits over 3,867 Days - 1.17cph!

Yesterday
Fixed being able equip a shield by itself by scrolling through the belt bar
Yesterday
Merge from cine_anims
Yesterday
Name and icon assigned to cinematic gestures (better display if used on gesture wheel)
Yesterday
merge from main -> qol_io_arrows
Yesterday
Merge from fix_community_ui_nre -> main
Yesterday
Fix NRE from CommunityEntity if disconnecting from server with inventory open
Yesterday
Merge from cine_entities
Yesterday
Fixed material changes which altered emission of some cinematic point lights
Yesterday
Merge from gesturepack
Yesterday
Fixed RPS UI appearing in demos
Yesterday
Merge from main
Yesterday
Updated T1 SMG cine materials + set textures to 4K
Yesterday
Fixed a case where players couldn't interact with RPS games if they don't own the pack
Yesterday
Fixed gesture pack id Disabled force unlock on new gestures, now requires pack to be owned to be used or placed in a gesture wheel
Yesterday
Fixed release interaction showing up for all clients and not only for the pulling player
Yesterday
Fixed battering ram going crazy when hit by an HV Set repair target items for ballista and catapult
Yesterday
Set the battering ram door position sync to fixed update Battering ram protobuf
Yesterday
Wip battering ram head install system
Yesterday
updated t1 smg name lowered max ammo capacity of Handmade SMG
Yesterday
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Yesterday
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Yesterday
siege tower bug fixes. added construction meshes
Yesterday
Update: Emit all 10 frames of snapshot - Also emitting UnityFrame as a CompleteEvent, so it's always visible in the profiler - UnityFrames are now numbered This produces a 160mb snapshot on Craggy (taken immediately after spawning), will need testing on larger worlds (and this is before proper labels) Tests: opened snapshot in perfetto - saw all 10 frames
Yesterday
sculpting progress - corrected offset to align pivot to bottom of block - basic carving, takes a small radius chunk out on-hit with piercing damage - corrected mesh update to clear previous data correctly - corrected physics mesh bake to assign collider back correctly
Yesterday
Update: Synthesize missing OnEnter profiling marks This restore the profile's structure Test: opened snapshot in perfetto
Yesterday
Added GraphicsSettings convar factory. Added commented out list of all Unity graphics quality setting variables ready to start adding as convars.
Yesterday
Update: first export of profiling snapshot - Also filtering out System and System.Core from annotation (otherwise we produce too much data, even for 1 frame) - Also added timestamp utility functions (as trace format requires micros) Not super reliable - need to post-process gathered data to get rid of torn marks Tests: opened trace in perfetto - although wonky, it's there
Yesterday
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Yesterday
More checks to small rock formations Increased radiuses on all small rock formation checks
Yesterday
Fix wolves dying when stranded in an environment they don't like (eg seaside) Fix wolves roaming too far from their territory, potentially straying from their pack Halve wolf territory size
Yesterday
- Fixed weird starting health of doors - Healing any door heals them all
Yesterday
Update: minor improvements to ServerProfiler - Added a smidge more debug to track the growth of per-frame lazy storage - Added output of how long each frame took Tests: ran the perfsnapshot command
Yesterday
Ensured main door isnt able to be picked up
Yesterday
Update: add profile.perfsnapshot command Currently just outputs gathered marks telemetry for sanity checking - will expand more once happy with results. Tests: ran the command and confirmed output
Yesterday
Update: more improvements and debug to ServerProfiler - Added tracking of thread IDs - Only gather main thread marks (have thread races in my lock-free approach, so delaying this till later) - Add tracking of assemblies to which the method belongs - Filter our mscorlib assembly from instrumenting - rewrote code to use ref semantics Still chasing why consecurtive snapshots seem to double-up in size on frames 2-10. Tests: ran a bunch of profile snapshots (next frame) and looked at the output. It works but has above weird behavior.
Yesterday
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Yesterday
Battering ram back door wheels logic
Yesterday
Convert timestamps to double to prevent precision loss if the server runs for a long time
Yesterday
Fix wolf being unable to switch target
Yesterday
sculpture changes and cleanup - controls for scaling and offset - mesh collider has correct mesh assigned - removed rpc for switching between native/managed (only native now)
Yesterday
Fix wolves not fleeing when hit from far away with molotov or fire arrows
Yesterday
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Yesterday
merge from main
Yesterday
fixed cctv gibs not receiving proper materials
Yesterday
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Yesterday
added missing textures/material for t1smg for paddy
Yesterday
Separated digger arm scoop to submesh
Yesterday
assigned wooden shield viewmodel animator to improvised shield
Yesterday
Merge from main
Yesterday
Merge from main