reporust_rebootcancel

135,641 Commits over 4,474 Days - 1.26cph!

Today
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
Today
optim: merge modules, running a bunch of anim jobs seems stupid expensive
Today
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
Today
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
Today
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
Today
Cache estimated velocity in position lerp
Today
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
Yesterday
Added wallpapers support to the skin viewer
Yesterday
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
Yesterday
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
Yesterday
merge from cui_fadeout_fix
Yesterday
Another potential fix to CUI fadeout Invoke not firing Reverted previous attempts
Yesterday
Bugfix: ensure rendering camera is facing same direction as apt cctv camera Tests: rented 602, looked into it - more stuff rendered
Yesterday
Founders Door - texture update, lods, icon
Yesterday
Fix code files affected by the asset subtract
Yesterday
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
Yesterday
Merge: from main
Yesterday
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
Yesterday
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
Yesterday
Codegen
Yesterday
Fix raid window convars not persisting after restart
Yesterday
Try doing it in post load
Yesterday
Added materials for the Rubble on Barrels monument blockers
Yesterday
merge from cui_fadeout_fix
Yesterday
Possible fix for CUI fadeout not working
Yesterday
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
Yesterday
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
Yesterday
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
Yesterday
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
Yesterday
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
Yesterday
Flare rig assigned materials update
Yesterday
Updating flare mesh
Yesterday
merge from main
Yesterday
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
Yesterday
merge from main
Yesterday
Flare refresh animation 1st pass and set up for review
Yesterday
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component Instead just use first found renderer as LOD0
Yesterday
Entity setup for stacked desks blocker
Yesterday
stacked desk entity backup (no mani update yet)
Yesterday
Stacked tables WIP (reverted entity due to bug, will remake)
Yesterday
merge form hatchet_fixes
Yesterday
merge from barrel_deploy_fit_shelves
Yesterday
merge from Lootpanel_Upkeeptext
Yesterday
merge from softcore_changelog
Yesterday
merge from masterkey_ownership_fix
Yesterday
merge from spraycan_reskin_refactor
Yesterday
merge from shops_vis_number
Yesterday
merge from demo_compat_bricking_fix
Yesterday
merge from pickup_monument_fix
Yesterday
Adding g skin ak anims