reporust_rebootcancel

113,793 Commits over 3,959 Days - 1.20cph!

Yesterday
Less horizontal frustum shift on the torch holder fire vertical billboard.
Yesterday
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Yesterday
Fixed fire FX flickering off for a split second every few seconds in the Campfire, Furnaces and Fireplace. (Unity particle system change?)
Yesterday
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Yesterday
Merge from hotreload_serialiization_fix
Yesterday
Remove PromptsPrefab
Yesterday
Merge from hotreload_serialiization_fix
Yesterday
Build fix
Yesterday
Merge from hotreload_serialiization_fix
Yesterday
Mark the fields as non-serialized instead, should break less stuff
Yesterday
Merge from hotreload_serialiization_fix
Yesterday
Compile fix
Yesterday
Merge from hotreload_serialiization_fix
Yesterday
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway Should resolve the serialization error on server boot
Yesterday
- Properly clamp mapped entry - Couple more safety checks
Yesterday
merge from main
Yesterday
Restore siege weapons research costs
Yesterday
merge from batteringramdoor_nre_fix
Yesterday
merge from highwalls_recipe_fix
Yesterday
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
Yesterday
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Yesterday
Duplicated and null ingredients ItemDefiniton tests
Yesterday
Fixed ice high wall double ingredients
Yesterday
merge from highwalls_recipe_fix
Yesterday
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo Tests: compiles in editor in SERVER+CLIENT mode
Yesterday
Bugfix: ensure we cache WaterInfo for players that use various vehicles Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it. Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Yesterday
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo - allows further reusing of the same water info down the line I actually need it to make sure all our player's cached values are correct - will fix in next submit. Tests: none (as it's not in use in this CL)
Yesterday
Codegen/manifest to get bet branch working again
Yesterday
Phrase update
Yesterday
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Yesterday
Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
Yesterday
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Yesterday
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Yesterday
Clean: fixing profiling scope name Tests: none, trivial change
Yesterday
Merge from /indirect_instancing to fix build
Yesterday
Fixed battering ram arm not hitting decor colliders If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc Toned down the collision damage
Yesterday
Update: FinalzieTickParallel now uses batched WaterFactors query - had to add more fork-join-style code to deal with batching This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks. Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
Yesterday
Prevent tigers from being too easily stunlocked by fast firing weapons
Yesterday
Bugfix: use the right allocator for a waterlevels batch - This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
Yesterday
Merge from .../fix_texture_streaming
Yesterday
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
Yesterday
properly force resetting player entity rotation and view angles for remote players when dismounting
Yesterday
Beehive now stings you if you take honeycomb
Yesterday
exported tiger vm kill and run hit additive anims
Yesterday
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
Yesterday
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