reporust_rebootcancel

97,027 Commits over 3,653 Days - 1.11cph!

Today
Fixed a few IO line parenting loading issues + refacto and naming
Today
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Today
Merge from main/Workshop Normal Map Fix
Today
Further changes to 'WhatUsesThis'
Today
Updates to WorkshopItemEditor, removed debug code
Today
player update. setting up 3p m39 rifle anim set
Today
removed old mesh setup from v_sks.viewmodel prefab
Today
viewmodel updates - material fix on prefab - added bullet mesh, textures & mat, added as child of mag - attachment tweaks
Today
Undoing unwanted changes to materials
Today
Player update. 3p semi auto rifle anim set exported/setup
Today
Adding missing shaders
Today
Update wire parented positions only when the parent entity is busy (door opening/closing)
Today
merge from ScaleBySpeed_server_optimisation
Today
merge from fix_horse_bullet_penetration
Today
merge from fix_steam_nickname_slow_refresh
Today
merge from viewmodelrenderers
Today
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Today
Subtracting 96103
Today
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Today
Updated changes to normal map fix
Today
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Today
Auto pair when deployed, if you have code lock access
Today
New version of normal map fix
Yesterday
merge from nexus
Yesterday
merge from tutorial_menu_improvements
Yesterday
merge from fix_demo_disk_quota
Yesterday
merge from industrial_conveyor_quickmove
Yesterday
merge from dismount_netting_fix
Yesterday
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
Yesterday
Added a metal detector mission objective
Yesterday
Added hinges to the van doors
Yesterday
Merge from explosions
Yesterday
Both flamethrowers with viewmodelrenderers and effect parents setup
Yesterday
Match import fbx offsets exactly
Yesterday
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
Yesterday
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Yesterday
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Yesterday
Properly aligned sharp coastal cliffs Medium cliff variant test
Yesterday
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Yesterday
Merge from mission_improvements_may_24
Yesterday
Fixed escape key not working anywhere
Yesterday
viewmodel updates inc bolt states & triggers
Yesterday
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
Yesterday
viewmodel updates
Yesterday
Switch asset warmup to use the existing Timing class Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
Yesterday
Merge from unity_2022.3.24
Yesterday
Merge from main
Yesterday
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
Yesterday
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Yesterday
More fucking around with Unity.AI.Navigation