reporust_rebootcancel

156,737 Commits over 4,566 Days - 1.43cph!

15 Minutes Ago
mesh and model tweaks
23 Minutes Ago
Restore update order just to be safe
28 Minutes Ago
merge from soundocclusion_optims
36 Minutes Ago
merge from scarecrow_errors_fix
37 Minutes Ago
Fix error spam from scarecrows Fix bug that made scarecrows, gingerbread npcs, and junkpile scientists float slightly above the ground
41 Minutes Ago
Revert ProjectSettings.asset changes
1 Hour Ago
material updates post shader changes crowflock prefab uses single emitter now
1 Hour Ago
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
1 Hour Ago
Fixed sounds started by destroyed monument client entities when loading not being cleared correctly
1 Hour Ago
Cache an invoke
1 Hour Ago
Material fixes Added test flock prefab
1 Hour Ago
Fix gesture duration Add more sound events for sheep foot stomp and cow head shake Improve facing the player
1 Hour Ago
Crow model/materials
1 Hour Ago
Merge from main
1 Hour Ago
Merge from main
1 Hour Ago
Fix main menu not rendering sometimes
1 Hour Ago
Another order fix/improvement
1 Hour Ago
Sound occlusion optims: - stop checking every wall between a sound and the camera once one wall muffles it - looping sounds occlusion rays are batched - virtualised sounds (sounds muted by unity) check occlusion every 1s instead of 0.25s Standing outside an average base with 40 looping sounds in range: ~0.65ms -> ~0.05 ms per frame
1 Hour Ago
Gamepad building hints order optim fix
2 Hours Ago
Scratch animation re-export at origin
2 Hours Ago
Pie menu optim
2 Hours Ago
pt_boat_target_fixes -> main
3 Hours Ago
merge from pipe_mesh_optim
3 Hours Ago
compile fix
3 Hours Ago
Fix bug causing PT boats to sometimes easily give up on targets up to 12 units above sea level. It should've been only 12 units below sea level
3 Hours Ago
Hidden players rank behind every visible one, but can still be picked if nobody is visible
3 Hours Ago
merge from pipe_mesh_optim
4 Hours Ago
anim setup updates
4 Hours Ago
Reapply stomped code changes Hook up petting react animations for cows and sheep Add moo and baa sound events Setup scratch gesture 1st / 3rd person (viewmodel doesnt work yet as it has an offset baked in)
4 Hours Ago
merge from main
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
moved pipe mesh generation to use the MeshData native interfaces, including port of tangent calculation - virtually 0 main-thread cost now, almost all of the work is done on job threads
4 Hours Ago
mag_drop_fixes -> main
5 Hours Ago
- All magazine drops now land on the ground for a little while - Add some random angular velocity to the magazine as its removed. Ensures mags dont land bolt upright
5 Hours Ago
merge from main, stomp branch changes in LivestockAnimal
5 Hours Ago
Add SetVehicleLoad and slightly retune vehicle haptics while I'm at it
5 Hours Ago
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5 Hours Ago
More specific vehicle seat check for haptics
5 Hours Ago
Rename some cursor/inventory UI options to be more clear. Play pick/drop inventory sounds when using virtual gamepad selection
6 Hours Ago
Swap the rest of the mag drops over to the same system as the glass ak
6 Hours Ago
merge from bone_retarget_optim
6 Hours Ago
Fix lasers being broken in first person
6 Hours Ago
pre-initialize found bones array with the extra bones that have already been moved as part of DoBoneRetargeting to avoid pointlessly recursive searching for them - much more impactful for things like hazmat skins that have a lot of extra bones for skirts - ~0.3ms now for BoneRetarget
Today
fixed missing upkeep component for triangle spiral stairs
Today
Debug overlay only created on demand when gamepad_debug_overlay is true
Remove the cachedPostIK system - its not needed after spine IK has been moved into jobs - Cleanup mag drops
Today
Don't calculate/trigger haptics/rumble if gamepad not current input device
Today
Ignore all pad stick input when not the current input device used for play, fixes potential stick drift causing input for m/k play