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108,608 Commits over 3,867 Days - 1.17cph!

4 Years Ago
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4 Years Ago
baseline
4 Years Ago
Improved shore ice spawn settings Reduced density of floating ice sheets Made shore ice spawn before small arctic rock formations Increased viewing distance of shore ice Removed obsolete shore ice prefabs
4 Years Ago
Renamed animal folders, deleted TestAnimal prefab.
4 Years Ago
Renamed animal AI classes/files/designs.
4 Years Ago
more clean up
4 Years Ago
Added a ref to BaseNavigator in BaseAIBrain and removed all individual state get/caching of BaseNavigator.
4 Years Ago
Bunch of clean up/refactoring/optimizing
4 Years Ago
solo sub intial setup, mesh and lods and 95% of the collision.
4 Years Ago
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
4 Years Ago
Fixed junkpile_a sedan baked LOD color being incorrect Fixed desire trails coming too close to swamp_c revealing the water plane some misc fixes at trainyard improved caves terrain anchors, improved the cover over cave terrain holes removed unfinished lighting work from cave_sewers_hard disabled batching on junkyard mounds as it seems to break vertex alpha, impact should be low
4 Years Ago
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4 Years Ago
Compile fix
4 Years Ago
Fixed "no IPV6 support" when connecting using localhost
4 Years Ago
merge from main
4 Years Ago
Improved roadside wrecks LODs accuracy some more
4 Years Ago
Arid cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
4 Years Ago
made van_e LOD4 and LOD5 display where the holes in the vehicle are to prevent camping inside
4 Years Ago
further improved new sewer blocks to cope with terrain by filling in the space
4 Years Ago
Add a chance for the random move option to sometimes fold if the hand isn't good Fixed AI's raising too much
4 Years Ago
Fixed some cases where looping gestures would end prematurely
4 Years Ago
Revert belt change (was no longer needed)
4 Years Ago
Fixed some test window issues
4 Years Ago
Various rules updates and fixes
4 Years Ago
Fix compile errors
4 Years Ago
Merge CardGames/HandleAllIn -> CardGames
4 Years Ago
- Handle all the complexities of draw results for two or more players, and/or players being all-in for different amounts, and how that affects their winnings - Refactoring and cleaning up card games code all over the place. Protocol++ Still needs more testing.
4 Years Ago
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4 Years Ago
Testing tweaks
4 Years Ago
Flesh out support for multiple player pot splitting
4 Years Ago
Fix incorrect payout calculation
4 Years Ago
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4 Years Ago
Glass & concrete impacts
4 Years Ago
Winner sorting changes like in 59689
4 Years Ago
Simplify the winner sorting
4 Years Ago
merge from main
4 Years Ago
formatting fix
4 Years Ago
wip sleepable
4 Years Ago
Reworked Satellite dish terrain blend map, heightmap Fixed the puzzle spawning loot incorrectly Using alpha carve objects instead of alpha map to make holes in terrain as they seem to be more reliable Various other fixes related
4 Years Ago
Buoyancy implements IServerComponent. Adjusted ragdoll prefab.
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Score down any roam point that we are very close to. Distance based scoring changes. Roam point reservation improvements. Oilrig scientist roam idle intervals reduced.
4 Years Ago
merge from cover
4 Years Ago
Cover point reservation changes. Harshly score down, instead of excluding, used cover points.
4 Years Ago
updated meta settings on player gesture anims
4 Years Ago
Made trees in monuments harvestable Tweaked Junkyard to improve its spawn chances Reduced density of large rock formations
4 Years Ago
fixed incorrect LOD distances set from editing multiple prefabs through RendererLOD on chainlink fences
4 Years Ago
Temperate cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
4 Years Ago
WIP pot splitting