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131,480 Commits over 4,262 Days - 1.29cph!

3 Months Ago
Fix crosshair rendering below scope overlays
3 Months Ago
Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
3 Months Ago
merge from main
3 Months Ago
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently: "Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc "Dynamic Spacing" - whether spacing changes to indicate accuracy Hook them up to settings menu & crosshair code packing
3 Months Ago
merge from fix_streaming_wallpaper -> main
3 Months Ago
Enable texture streaming on wallpaper floors
3 Months Ago
merge from rotatable_paintings -> main
3 Months Ago
merge from main
3 Months Ago
Filled all the refs in all takeovers, removed the direct page reference field
3 Months Ago
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
3 Months Ago
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
3 Months Ago
naval_update -> scientist_boat_ai
3 Months Ago
move colorpicker to separate assembly, refactor some jank third party code
3 Months Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
3 Months Ago
Fix chainsaw hit sounds not playing in first person
3 Months Ago
First pass on dynamic nav obstacles
3 Months Ago
merge from naval_update -> deep_sea
3 Months Ago
merge from main -> naval_update
3 Months Ago
Merge from boat_building
3 Months Ago
merge from lop_entity_spawn_time -> main
3 Months Ago
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
3 Months Ago
Fix accidental negative collider on sail post
3 Months Ago
halloween floorpaper setup and wip textures
3 Months Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
3 Months Ago
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
3 Months Ago
Update: UI_Store - drop UI_StoreItemOverlayPage references - resaved prefab Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles. Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
merge from fix_tags_levelurl -> main
3 Months Ago
Merge from boat_building
3 Months Ago
Merge from parent
3 Months Ago
Include level url in server tags
3 Months Ago
Prepare migration of entities currently having a navObstacleComponent
3 Months Ago
Static versions of deployed/world model props, replaced in scene
3 Months Ago
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3 Months Ago
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3 Months Ago
Plays the correct third person deploy sound
3 Months Ago
unity tutorial update
3 Months Ago
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3 Months Ago
merge from naval_update/deep_sea
3 Months Ago
Added IClientComponent to CullWhenInside so they never spawn on the server
3 Months Ago
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
3 Months Ago
floating city 2 layout update, connected most barges and piers together
3 Months Ago
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset Using this to try to avoid caching of store assets Tests: opened and closed Abyss page a couple times with DB backend