reporust_rebootcancel

113,250 Commits over 3,959 Days - 1.19cph!

12 Months Ago
Single line cleanup
12 Months Ago
Merge from main
12 Months Ago
Adjust spawn location during respawn mission step Add help prompt for looting corpses
12 Months Ago
Added a tutorial help popup on the death screen to communicate how to respawn
12 Months Ago
Don't strip animator on the Hazmat preview suits
12 Months Ago
Strip colliders, animators, and MonoBehaviours from SkinViewer entities
12 Months Ago
Removed old timeline asset. Timing tweaks to cinematic
12 Months Ago
Set up prefabs with animations for all the hazmat suit skins on the store
12 Months Ago
Fixed skins getting cut off in non-square views
12 Months Ago
Expose fade to black time
12 Months Ago
Minor texture edit
12 Months Ago
Help text update
12 Months Ago
Better handling for tutorial islands that time out -Clear the players missions so they can restart the tutorial -Clear the InTutorial flag so they don't get respawned on a non-existent island -Notify the client (if they are connected) that the tutorial has ended to revert the time and weather settings
12 Months Ago
Only disable frustum culling if one of the mirrors cameras is enabled (to avoid an inactive/disabled camera turning off frustum culling)
12 Months Ago
Brutalist church progress
12 Months Ago
Merge from main
12 Months Ago
Impact decal tweaks.
12 Months Ago
Recycle times & light instance fix.
12 Months Ago
Mark new building meshes as readable = true so they work with multidraw
12 Months Ago
Properly fix hemp issue in 93017
12 Months Ago
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12 Months Ago
Collision LOD tweaks.
12 Months Ago
Lower the tutorial base slightly so that the player can more easily get into the front door without jumping
12 Months Ago
Fixed subemitter linkage
12 Months Ago
Fixed inherited rotational bug
12 Months Ago
Add `print_instanced_draw_calls` to print draw calls (including how many are batched by multidraw) Allows us to spot materials that have the wrong settings to help reduce draw calls needing to be submitted by the CPU
12 Months Ago
Merge from gnb_shadow_material_improvements -> gnb_support_new_building_skins
12 Months Ago
Disable worms and grubs from hemp in tutorial
12 Months Ago
Enable instancing on building skin materials
12 Months Ago
Re-run converter on building block prefabs to convert all new building skins to instanced rendering
12 Months Ago
Merge Main -> store-ui
12 Months Ago
merge from test_gnb_memory_leak -> main (fix GNB memory leak)
12 Months Ago
Fix the shadow materials of a bunch of building block renderers
12 Months Ago
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
12 Months Ago
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
12 Months Ago
Add `instantiate_test` command to test new InstantiateAsync() method
12 Months Ago
Update CurrentVersion.cs to 2022.3
12 Months Ago
12k .meta files after it reimported a bunch of textures
12 Months Ago
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
12 Months Ago
Manually commenting out audio import deprecation so it compiles
12 Months Ago
Unity auto-upgrading C# from 2021->2022
12 Months Ago
Fixing subemitter rotational inherentece fuckery WIP
12 Months Ago
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
12 Months Ago
Tighter water reflection probe range, synched with TOD (related to 93000)
12 Months Ago
Fixed water reflections broken during tutorial cinematics
12 Months Ago
Close item store takeover screen when esc is pressed
12 Months Ago
Rough impl of hovering limited store items for a 3D skin view
12 Months Ago
Regenerate protobuf and move some code to partial class Reimplement PostSave() but rename to `PostSaveToDIsk()` to make it clearer Implement bool `isAuthed` on client to fix pooling of SimplePrivilege
12 Months Ago
Serialize Protobuf.Entity on the outbound network thread on the server Deserialize Protobuf.Entity in the inbound decryption thread on the client Change _NetworkCache from MemoryStream -> ProtoBuf.Entity RefCount ProtoBuf.Entity so we can keep it on the main thread as a cache as well as serialize it on network thread Initialize ProtocolParser.staticBuffer on each network thread (can do it automatically later) Remove `netcachesize` convar on the server since we aren't pooling memory streams InvalidateNetworkCache() will now invalidate the Protobuf.Entity ToStreamForNetwork() will Save() then put the ProtoBuf.Entity into the NetWrite ToStream() (normal saving for disk) stays the same Remove PostSave() (easier to remove than reimplement on network thread)
12 Months Ago
Fixed map markers flashing when player is downed Fixed map not opening when downed if using the new toggle map option