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135,155 Commits over 4,444 Days - 1.27cph!

2 Years Ago
hitbox gizmos match their actual size
2 Years Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
2 Years Ago
merge from Bikes
2 Years Ago
merge from hood_and_cuffs
2 Years Ago
merge from collapse_renderers_default
2 Years Ago
Enable condition on handcuffs item
2 Years Ago
Codegen
2 Years Ago
Merge from main
2 Years Ago
Undo projectsettings.asset being commited
2 Years Ago
Fix editor compile error
2 Years Ago
Fix compilation error on server
2 Years Ago
Only require scene_warmup prefab as parts of async asset warmup was running Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread Add more logging and try catch if a scene fails to load - don't throw error if warming up a prefab twice, but delete it and log a warning
2 Years Ago
Merge from tutorial_map_fix
2 Years Ago
Increase size of water backing on tutorial island map marker
2 Years Ago
Merge from main
2 Years Ago
Fixed item icon NRE's when first person spectating
2 Years Ago
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
2 Years Ago
Fix client compile quickly before Jenkins notices
2 Years Ago
Merge Bikes -> main
2 Years Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
2 Years Ago
Adjust sidecar bike steering
2 Years Ago
Refactoring, consolidated player reaction code
2 Years Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
2 Years Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
2 Years Ago
Full global S2P and HLOD regeneration
2 Years Ago
Switch from asset warmup -> warming up scenes of prefabs - loads scenes async in background rather than stalling main thread - acts similar to async asset warmup - loads autospawn prefabs first, then everything else - spawns world and loads entities, effects and misc prefabs in background - waits for entity scene to finish loading before running prefab warmup - prefabs not in warmup scene will be warmed up on the fly EntityToScene packs prefabs into warmup scenes - for all types of prefabs, not just entities - can configure with filters to choose what prefabs you want per warmup scene Added `scene_warmup` convar to enable feature - must restart for it to take effect - also requires partial loading to be enabled (this will become full async loading setting in future) Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup Add warmup scenes into asset bundles Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene() - destroy all other scenes and load new scene async - run synchronous for normal loading
2 Years Ago
Fixed null mesh entries being included in HLOD
2 Years Ago
More rider bouncing around from collisions etc
2 Years Ago
HLOD meshes will now skip objects with "Core/Foliage" materials
2 Years Ago
2 Years Ago
Unsaved changes/additions: - Updated bbq static prefab with latest lighting/fx - Added bbq "always on" static prefab variant - Added static decor shelves
2 Years Ago
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
2 Years Ago
Adjust collision force and damage settings for all bikes
2 Years Ago
Fixed incorrect length on gambling room light connectors in bandit town
2 Years Ago
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
2 Years Ago
Fixed incorrect chainlink colours in NMS
2 Years Ago
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
2 Years Ago
2 Years Ago
BillBTestMap spawn point height fix
2 Years Ago
Merge main -> Bikes
2 Years Ago
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
2 Years Ago
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
2 Years Ago
Merge from main
2 Years Ago
Merge preprocess refactor -> monument_scenes
2 Years Ago
Refactor PrefabPreProcess to pass an options struct instead of `bool resetLocalTransform` - add options to turn each part of PreProcessing on and off - default to everything enabled - Scene2Scene will only run the stripping, not PreProcess() callbacks
2 Years Ago
Removed 3P green laser from the ground underneath the turret Added the red laser to the turret, just to test
2 Years Ago
Brake light prefab tweaks/additions
2 Years Ago
Added the exhaust
2 Years Ago
Probably fixed all the remaining light issues. Untested yet.