reporust_rebootcancel

137,049 Commits over 4,474 Days - 1.28cph!

50 Days Ago
network_analyser_rebuild -> main
50 Days Ago
more skinset balance
50 Days Ago
uncouple skinNumber and meshNumber, so skin brightness doesn't correlate with the subset
50 Days Ago
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50 Days Ago
Merge from props_usage
50 Days Ago
Mat tweaks.
50 Days Ago
Light fix
50 Days Ago
Various torch related.
50 Days Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
50 Days Ago
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
50 Days Ago
Fixed IconRender scene using the old UI input system module
50 Days Ago
merge from keyboard_layouts_fix
50 Days Ago
Fix bind_default stomping player rebinds when the default command was left unbound
50 Days Ago
merge from premium_rebrand
50 Days Ago
Compile fix
50 Days Ago
merge from premium_rebrand
50 Days Ago
Tweaks, deleted old premium modal
50 Days Ago
Updating burstcloth constraints for industrial torch
50 Days Ago
Deleted some old assets Reserialized a bunch of menuui2 prefabs
50 Days Ago
Updated premium server browser tag
50 Days Ago
Broken tile prop set
50 Days Ago
more skin set balance
50 Days Ago
RRP BillboardLight logic consistency fix with BRP
50 Days Ago
Swapped premium logo in main menu footer
50 Days Ago
Added UIBorder and UIRoundedCorners
50 Days Ago
Rebuilt the premium modal
50 Days Ago
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
50 Days Ago
50cal_animation_improvements -> main
50 Days Ago
merge from main -> optimize_train_track_meshes
50 Days Ago
update apartment_complex_monument/prototype
50 Days Ago
merge from main -> apartment_complex_monument
50 Days Ago
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
50 Days Ago
Allow toggling more than one gameobject based on ammo > 1
50 Days Ago
merge from fix_additional_projects_slnx -> main
50 Days Ago
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
50 Days Ago
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
50 Days Ago
Forgot the M16
50 Days Ago
female/light skin brightness balance pass
50 Days Ago
Better fix, make setting ammo_true false params its own option on the component
50 Days Ago
Merge: from main
50 Days Ago
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
50 Days Ago
Fixed crosshair popups regression from my recent generic popup changes
50 Days Ago
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
50 Days Ago
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
50 Days Ago
merge from spraycan_reskin_refactor
50 Days Ago
Quick fix for ammo_true and false params not being set on viewmodel component
50 Days Ago
Minor cleanup Move CanBuild check further down Fix spray fail response logging to console of the whole net group Remove rundant codelock parent field Disallow reskinning turrets if not authed Disallow reskinning Busy doors Prevent potential error when reskinning io with mismatched slot counts
50 Days Ago
male/light skin brightness balance pass
50 Days Ago
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
50 Days Ago
Intial setup for reload variants, shells visible in mag dependant on state (wip)