reporust_rebootcancel

154,848 Commits over 4,536 Days - 1.42cph!

19 Minutes Ago
compiler fix
23 Minutes Ago
Merge from heldentity_persist_anims_subsystems_fix
24 Minutes Ago
Only run fallback check against stuck persisted animations when necessary
44 Minutes Ago
Moved the crate slightly away from the window in radtown to prevent players from looting it through window gap Replaced the one sided sign on the window with a two sided variant Scene2prefab
47 Minutes Ago
Prefab filters can now check topology in radius using generated distance transform fields of Chebyshev distance to the nearest texel of that topology. Effectively a per-stage cache of distance from topologies to avoid walking texels. - Built in two-pass Burst - Built per-stage only when a stage has asked about a bit 100k times to make the building worth it. Bits written mid-stage fall back to the existing texel scan (decor that writes topology as it is placed) - TerrainTopologyMap.GetTopology picks fields or the existing texel scan New tests compared with previous baseline show 8-12s saved (Cliffs Hills & Cliffs Hills Small) depending on the seed. Roughly 3% time savings across the entire generation. Radius scans per run dropped from 8.76 billion -> 2.12 billion. Prefab placement is slightly stricter as fields check a full square of texels whereas the scan clipped corners at radii of 1 or 2 texels. Recorded a 1.6% reduction cliff hills small placements (0.7% of all prefabs)
58 Minutes Ago
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1 Hour Ago
Add persist settings to player model animations for the entities which used to have these, before these anims got replaced Add a fallback in case of us ending up stuck in an animation that we were persisting but never received a clear event for
1 Hour Ago
Add tests to prove that the code doesn't allocate (not just that it works)
1 Hour Ago
LOD texture optimization
1 Hour Ago
Fix so ints can read float values again (that's the way it used to work before)
1 Hour Ago
- Fix held entity persist player model animations (after using last item in a stack) not working with animation subsystems - Remove a redundant List.Contains in AnimationSubSystem.ReleaseHandle
1 Hour Ago
merge from automated_testing
1 Hour Ago
Reduced machete network range from medium to low
1 Hour Ago
Preemptive decal layer fix before shader is fixed. S2P.
1 Hour Ago
merge from automated_testing
1 Hour Ago
Fixed a bunch of incorrect mesh collider import settings that the automated tests flagged up
1 Hour Ago
Stop character creator windows moving when orbiting around
2 Hours Ago
Add crouch blends for turning anims, it used to just snap before.
2 Hours Ago
merge from critter_animals
2 Hours Ago
Fixed remaining ceiling light layers. S2P.
2 Hours Ago
add warning ignore for compiler fix
2 Hours Ago
Generator LODs and WIP Col shape
2 Hours Ago
removed inventory controller, pointed player preview to base player animation controller
2 Hours Ago
anim removals
2 Hours Ago
Apartment render layers. Fixed shadow proxy issue on kiosks.
2 Hours Ago
merge from main
2 Hours Ago
fis hitboxes and death anim loops
2 Hours Ago
Smoother crossfades
2 Hours Ago
merge from main -> optimize_json_garbage
3 Hours Ago
merge from main
3 Hours Ago
Fix shields and diving tanks not showing up in the backpack slot in the loadout UI
3 Hours Ago
merge from loadout_backpack_slot_fix
3 Hours Ago
Merge: from ui_store_slim_ram - Bugfix: carousel buttons no longer have garbage textures when opening an store overlay page Tests: opened an overlay page
3 Hours Ago
Bugfix: HttpImage - when picking nearest mip, use a cpu-side copy Doing gpu side copy seems to cause garbage if mip isn't streamed in Tests: made a standalone build and navigated to pack page, carousel buttons were okay
3 Hours Ago
Stop c4 and satchels from matching roation when thrown - everyone agreed it looks worse
3 Hours Ago
Added 2 rendering layers for light exclusion. Created exclusion rules for the new RP that match the old culling masks.
3 Hours Ago
Fix composters getting bricked when splashed by water
3 Hours Ago
merge from composter_sprinkler_fix
3 Hours Ago
merge from machete refresh
3 Hours Ago
Dont use none as a category
3 Hours Ago
updated 3p throw and drop grenade anims to match viewmodel timing
4 Hours Ago
Start with 'none' and have a full body camera
4 Hours Ago
merge from crash_uploader_error_code -> main
4 Hours Ago
Log HTTP error code to console / logs when the crash fails to upload
4 Hours Ago
merge from skinnable_ladder_hatch
4 Hours Ago
New updated fur shader with livestock pattern. just for testing
4 Hours Ago
updated collision to match rig
4 Hours Ago
Do the walk out animation first rather than the ground pose
4 Hours Ago
Fix errors
4 Hours Ago
WIP trying to fix frog animation