reporust_rebootcancel

135,049 Commits over 4,444 Days - 1.27cph!

12 Months Ago
Deleted some stuff I won't need
12 Months Ago
merge from Twitchdropsrender
12 Months Ago
Update iconrenderer_improvements/batch
12 Months Ago
merge from main -> iconrenderer_improvements
12 Months Ago
merge from main
12 Months Ago
Speed up instancing terrain culling by only walking a single wide ray from the top of the bounding box: "If you can't see the ears, then you can't see the cat."
12 Months Ago
rpg viewmodel animation update setup in unity
12 Months Ago
Moved some files in the right folders
12 Months Ago
Cleaned up store limited modal, tags are working
12 Months Ago
Menu Prefab
12 Months Ago
Bugfix: conditionally start bootstrap timer since it can be null Tests: none, trivial change
12 Months Ago
Buildfix: remove dead burst code and move job to namespace Avoids name mangling shenanigans Tests: build client locally
12 Months Ago
cleanup profile region
12 Months Ago
Underground config.
12 Months Ago
Add support for a subheader
12 Months Ago
jobified transform readback for effect updating, still slow to update scaled renderers though
12 Months Ago
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
12 Months Ago
MenuUI - support for Ultrawide, 16x9 and 4x3
12 Months Ago
merge from main
12 Months Ago
Reset pools and fix evil runtime fields on scriptable objects. - Craggy Island now runs, as far as I can tell everything is functional but I'll test it a bit more with other scenes.
12 Months Ago
Cart button nre fix
12 Months Ago
Fix SteamId copying button on streamer mode
12 Months Ago
Update: enable batched projectiles and water checks by default in the BaseRaidBenchmark scene Tests: ran the scene
12 Months Ago
Update: add benchmark timer to SoundManager - replace magic values for timers with named consts It's chonky, so tracking it as well. Tests: ran the scene
12 Months Ago
Updated test save with a couple of larger built boats, including cannons.
12 Months Ago
Update: add benchmark timers to Projectile.Update and BatchUpdate Tests: ran the scene in editor, saw output
12 Months Ago
Improved store search bar results Some refactoring to better support steam DLCs Fixed search bar styling
12 Months Ago
Revert 125318, try it again later
12 Months Ago
Update: Rewrite BenchmarkTimer to allow for accumulating time - Renamed API to make it clearer Tests: measured against a stopwatch in bootstrap loading
12 Months Ago
Fix TrainCollider and train_wagon_walls_COL not being readable
12 Months Ago
Missed a loading indicator
12 Months Ago
Settings page styling
12 Months Ago
removed shadow lod script from male mummywraps underwear prefabs
12 Months Ago
Very placeholder initial cannon firing
12 Months Ago
Added parameter to Tooltips for standardized popup time-delay options
12 Months Ago
Add proper widescreen support for new menu (caps UI to 16x9 on widescreen)
12 Months Ago
moved most of HitTest generation to a transform job
12 Months Ago
Compass 3rd person anim updates
12 Months Ago
hide clear button
12 Months Ago
Settings, sidebar and flex search
12 Months Ago
Update: BaseRaidBenchmark - lay down basic benchmark timer collection logic Will contribute to benchmark results, but right now don't have any relevant timers + need to rework how they are implemented. Tests: ran the scene in editor
12 Months Ago
More static objects found in safezones that no longer flag attackers as hostile: Door and chair variants, sofa, elevator, phonebooth, refinery, slot machine, card table, blackjack table, more npc vending machines, toilet, mission container, shop front, big wheel, food crate.
12 Months Ago
Reimplemented server favouriting
12 Months Ago
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
12 Months Ago
Merge from main
12 Months Ago
Allow setting labels to explicitly mark single meshes as read/write enabled
12 Months Ago
Premium icon mip maps
12 Months Ago
Clean up new loading status indicators
12 Months Ago
Bugfix: DemoBuildingsViewer - fix missing walls - Manually pre-process prefabs to get around editor skipping preprocessing - Add an editor-only override for Facepunch.Instantiate to not treat gameobjects as prefabs - Gather building entities from all keyframes Tests: loaded biggest base from my cleint demo - matches how demo renders it
12 Months Ago
Allow ch47 to transport new scientists in preparation of new heavy scientists on oilrig, they can't be "mounted" because they don't inherit BasePlayer, so a simpler parenting system was necessary