reporust_rebootcancel

138,018 Commits over 4,505 Days - 1.28cph!

1 Year Ago
import settings on bulb models
1 Year Ago
Add CCTV-helper Admin Convars
1 Year Ago
adjusted bulb prefab
1 Year Ago
SyncVars can now be used in EntityComponents
1 Year Ago
removed third material from bulbs
1 Year Ago
Update: BasePlayer.NetworkPositionTick now uses batched server occlusion Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
1 Year Ago
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
1 Year Ago
Add generic method to iterate over a list with a set budget
1 Year Ago
Added container shells for farm area + LODs
1 Year Ago
Update: moving occlusion notification logic to it's own utility func Realized I'll need it for the task-enabled SendNetworkPositions Tests: none, trivial change
1 Year Ago
Merge from fogmethod1: - Use old weather chance odds. - Fixed fog having a wind value. - Fixed overcast & rainheavy having too high a wind value. - Slightly cooled the jungle haze color.
1 Year Ago
Overcast wind 0.75 > 0.4
1 Year Ago
Toned jungle yellowing (anti-blue) down 4%
1 Year Ago
Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
1 Year Ago
Fixed foggy weather having wind.
1 Year Ago
Update: change OcclusionLineOfSight interface to use (int, int) instead if deconstructed pairs - Also fixed invalid allocator use for a native list - TempJob was wastefull In the middle of writing SendNetworkPositions, and realized previous interface could be error prone Tests: none, trivial change
1 Year Ago
Old weather odds.
1 Year Ago
Merge from main
1 Year Ago
Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes
1 Year Ago
merge back fix for static field code gen.
1 Year Ago
Wait for a domain reload before generating code to make sure all fields are reset.
1 Year Ago
Updating deploy anim to fix shoulder issues
1 Year Ago
session_text_fix -> new_menu2
1 Year Ago
Prevent header image from stretching in the session page
1 Year Ago
Ensure server title and logo changes properly on the session page
1 Year Ago
switched to just use cutout texture on bulbs
1 Year Ago
Update: starting work on batched BasePlayer.NetworkPositionTick Doesn't do any batching/tasks yet, just preliminary clean of non-player logic. Goal is to batch underlying server occlusion Tests: 2p session on craggy with UsePlayerUpdateJobs 2
1 Year Ago
Fixing cinematic pilot suit skinning
1 Year Ago
merge from ambient_lighting_fixes
1 Year Ago
server_image_size_fix -> new_menu2
1 Year Ago
Ensure Server Image retains aspect ratio a bit better (no more cover fill) - should prevent parts of server images from being cut off or obscured
1 Year Ago
Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP
1 Year Ago
fixed frontier hatched vm to use viewmodel camera - moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
1 Year Ago
updated m4 override controller/ entity and edited spas shotgun entity with 0 values on entity and weapon root
1 Year Ago
3p db shotgun reload sfx anim event
1 Year Ago
Added Tree and Deployed layers to horse grounded mask Fixes horses ragdolling on planters and dead logs
1 Year Ago
Updated the Rust.RenderPipeline package to add support for custom render passes
1 Year Ago
main -> new_menu2
1 Year Ago
fix_shockbyte_button -> main (changes were stomped)
1 Year Ago
Remove extra logs
1 Year Ago
Fix shockbyte button again
1 Year Ago
renaming anims
1 Year Ago
Update: Refactor FinalizeTickParallel to isolate ApplyChanges logic Should help with profiling, and sets up for batched BasePlayer.NetworkPositionTick Tests: local 2 palyer session on craggy with UsePlayerUpdateJobs 1 and 2
1 Year Ago
Fixed store search using empty takeover names instead of GetItemName
1 Year Ago
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
1 Year Ago
merge from main
1 Year Ago
WIP test stuff
1 Year Ago
Fix build error due to InstanceHandleList
1 Year Ago
Reset meshes to their state in /main
1 Year Ago
Bugfix: ensure we update player eyes before we kick off various jobs Previously this would cause cached state to have stale eye positions. Tests: none, trivial change