reporust_rebootcancel

110,114 Commits over 3,897 Days - 1.18cph!

Today
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
Today
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
Today
Baseline of a tool generating static fonts based on localization content
Today
Fix wolves not fleeing when damaged when their target is inside a safe zone
Today
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Today
merge from main
Today
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
Today
Clean up aim code
Today
Fix invis NRE when invis player is killed
Yesterday
More CPR on the ancient christmas lights and their weirdo shader. Test save for Dayaan.
Yesterday
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
Yesterday
Merge from main
Yesterday
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
Yesterday
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Yesterday
Added support for layers and per-instance colors to the indirect instanced renderer
Yesterday
merge from main
Yesterday
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Yesterday
- added test holdtype folders (1h/2h melee, bow, lr300) - added v4 rustplayer mask - setup hatchet 3p anims (updated melee overide controller) - updated hatchet.entity (removed offsets and set to attach to r_prop) - setup 2h 3p anims (updated sword overide controller) - updated longsword.entity (removed offsets and set to attach to r_prop) - updated lr300.entity (removed offsets and set to attach to r_prop) - added v4 player update loadout
Yesterday
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
Yesterday
Increase cloud atmospheric haze with TOD_Fogginess
Yesterday
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
Yesterday
Texture Update for Ballista
Yesterday
Added bounds handles for deploy volumes as well
Yesterday
Clean: reduce code duplication for BasePlayer.WaterFactor Tests: none, trivial change
Yesterday
Indirect Instancing: - Remove delegate callbacks to avoid allocations at all costs - Lots of clean-up / Removed some ugly hacks - Use proper namespace namespaces - Use a camera component for proper resource management - Prefix all profiler regions with "Indirect." for an easy overview
Yesterday
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Yesterday
initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
Yesterday
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Yesterday
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Yesterday
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
Yesterday
set up v4 unarmed anims in player animator
Yesterday
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Yesterday
Rest of v4 unarmed anim set exports
Yesterday
merge from primitive
Yesterday
vm mini crossbow rig updated also deploy and admire animation edits
Yesterday
Hide local player arms when mounting the ballista
Yesterday
v4 crouch anim exports
Yesterday
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Yesterday
Added WASD controls to ballista
Yesterday
updated avatar settings on a few test anims
Yesterday
jungle ruins topologies for procmap testing, terrain blendmaps
Yesterday
Ballista swivel rotation
Yesterday
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
Yesterday
player model NRE fix
Yesterday
Tweaks, inverted ballista up animator parameter
Yesterday
Tpose for fingers in avatar
Yesterday
Update: comments - fixed spelling mistake - added an explanation for invalidation of cached tick state Tests: none, trivial change
Yesterday
Correct meta rotations in the avatar (maybe)
Yesterday
Added leg animator to the player model, only enabled when mounting the ballista