reporust_rebootcancel

121,528 Commits over 4,048 Days - 1.25cph!

56 Days Ago
set rustige egg g steam sitem.asset to retired-nocrate-notrade and updated manifest
56 Days Ago
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
56 Days Ago
strangler fig color and transmission tweaks in situ
56 Days Ago
merge from alt_food_stacking_rule
56 Days Ago
merge from cookingworkbench_fix
56 Days Ago
merge from mixing_table_ui_fix
56 Days Ago
merge from harvesting_tea_fixes
56 Days Ago
merge from master_swarm_not_dying_fix
56 Days Ago
merge from checkeggdrop_nre
56 Days Ago
merge from explosiveammofix
56 Days Ago
merge from fix_start_looting_nre
56 Days Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
56 Days Ago
Unsaved backups
56 Days Ago
First set of refinements to the rest of the slash details
56 Days Ago
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
56 Days Ago
Fix master swarms not killing themselves after a period of time without a target
56 Days Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
56 Days Ago
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x Fixed UI displays, is now in line with other harvesting teas
56 Days Ago
Fixed harvesting tea not applying to every resource when harvesting
56 Days Ago
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat Should help some unfotunate stacking side effects when harvesting meat
56 Days Ago
Merge from main
56 Days Ago
revolver skin description fix
56 Days Ago
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56 Days Ago
Possible fix for CheckEggDrop NRE
56 Days Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
57 Days Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
57 Days Ago
Updated layer for crocodile ragdoll
57 Days Ago
Porabola utils Incase I want to use it
57 Days Ago
Initial crappy curving logic
57 Days Ago
Merge from main
57 Days Ago
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
57 Days Ago
Added Rustige Egg G variant animations, set prefabs, item and steamitem
57 Days Ago
merge from main
57 Days Ago
fixed stables scrap refilling way too fast fixing missing rad exposure ceiling ( 50 )
57 Days Ago
- save thrown from position - handle save till return - setup shared stuff (used for prediction later) - code cleanup
57 Days Ago
Adjusted bounding box again
57 Days Ago
merge from graphics_streaming_on_all
57 Days Ago
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57 Days Ago
Fixed an issue with converting linear textures to sRGB when creating a readable copy
57 Days Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
57 Days Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
57 Days Ago
Update: added GetTopologies jobs for TopologyMap - Also covered with tests - Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs - Fixed constant string allocation in tests Tests: ran unit tests
57 Days Ago
- increased speed - debug command - codegen
57 Days Ago
Impact effects now working on hit. Just search for the nearest bone and use that
57 Days Ago
More progress towards thrown boomerang generating effects. Correct material is now grabbed
57 Days Ago
Update: adding WaterMap height sampling burst jobs - Also covered them with tests to validate output against non-job calls Tests: ran unit tests
57 Days Ago
- Reduce bounds - Add comments
57 Days Ago
Some attack hit 2 effects
57 Days Ago
Setup attack hit 2 properly
57 Days Ago
Can now melee things with the boomerang on left click