reporust_rebootcancel

158,845 Commits over 4,597 Days - 1.44cph!

13 Days Ago
Merge: from main
13 Days Ago
Added a second `CaveNetworkGroupLayerOverride` to the nuclear missile silo to cover the "living quarters" and "computer room" section - fixes issues with players and NPCs disappearing/reappearing on the stairs
13 Days Ago
Adding G3A3 blockout mesh
13 Days Ago
merge from main -> ugc_censor_option
13 Days Ago
Can now change pie menu sets with gamepad bumpers
13 Days Ago
Fix badly merged anim controllers and livestock fsm
13 Days Ago
Added new DungeonGridBlocker to `ue_canyon_[abc]` to prevent underground train tunnels generating too close and removing terrain collision (`TerrainCollisionTrigger`) - prevents players rarely dying at the bottom of canyons.
13 Days Ago
Merge from main (potential stomp of petting work, on it)
13 Days Ago
merge from io_optims
13 Days Ago
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
13 Days Ago
Fix flickering mouse cursor when right stick scrolling UI options. Fixes double hover state too.
13 Days Ago
Merge from render_pipeline_testing
13 Days Ago
Fixed the auto exposure causing camera's to fade in from black unintentionally
13 Days Ago
merge from main
13 Days Ago
Added 2 new side anchors to cliff_tall_slope_l_a to fix gaps Fixed gizmos not displaying in the CliffSandbox dev scene
13 Days Ago
full_parented_mounting -> main
13 Days Ago
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13 Days Ago
Fixed LOD components allocating a delegate each time they reregister with occlusion culling A big base streaming in (~3500 LOD components): 417KB -> 15KB alloc
13 Days Ago
Merge from workshop_skin_analytics
13 Days Ago
Change lb/rb to cycle container selection ccw/cw
13 Days Ago
Fix artifacting on cargo mapmarker
13 Days Ago
Polish cow exit after eating from trough, using new turn anim
13 Days Ago
Return back workshop IDs that are loaded
13 Days Ago
Fix container order when jumping with bumpers in dpad mode
13 Days Ago
Merge from render_pipeline_testing
13 Days Ago
Updating viewmodel rig with new mesh
13 Days Ago
Added presets for SSAO that are configured via the renderer feature
13 Days Ago
Profiling
13 Days Ago
Fixed MeshCull not hiding its renderer when reused from the pool while culled Was causing code lock light quads to draw at any distance after spawning, amongst other things
13 Days Ago
Fixes to allow flattening inside of entity prefabs
13 Days Ago
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
13 Days Ago
Fix bugs with group change polling
13 Days Ago
Merge from main
13 Days Ago
Delete old tests
13 Days Ago
Disposing graphics buffers before use where it wasn't done previously
13 Days Ago
Fix a swarm of loose bees briefly appearing near the hand when throwing a bee grenade
13 Days Ago
merge from trainengine_audio_fix
13 Days Ago
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
13 Days Ago
Add missing IsOn check for heli rumble
13 Days Ago
Fix gamepad glyp display panel UI overlapping in inventory on certain resolutions/aspects
13 Days Ago
Fix flare viewmodel attach anim
13 Days Ago
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
13 Days Ago
Merge from main
13 Days Ago
Compile fix
13 Days Ago
update from main
13 Days Ago
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
13 Days Ago
Fixed IO entities with pipes rebuilding their pipe colliders on every network update IO entities sending full network update is quite rare as they rely on flags but still worth fixing
13 Days Ago
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
13 Days Ago
viewmodell anim tests + placeholder sounds
13 Days Ago
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled For a base with 223 pipes: Was 0.05ms on the main thread and 0.5ms on workers every frame