reporust_rebootcancel

133,445 Commits over 4,293 Days - 1.30cph!

3 Years Ago
merge from deep_sea_hotfixes
3 Years Ago
merge from save239
3 Years Ago
disabled shadow proxies on static cars
3 Years Ago
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3 Years Ago
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3 Years Ago
Changed Tugboat physic colliders from metal to wood where appropriate
3 Years Ago
Added additional collider to fix tugboat collision bug
3 Years Ago
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3 Years Ago
Large/med/small surface prefabs.
3 Years Ago
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3 Years Ago
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3 Years Ago
Cherry picked 84502 => Fixed bug in shadows w/ alpha cutout
3 Years Ago
Added support for the lights in the tugboat smoke stack at heavy damage levels
3 Years Ago
Sank the tugboat in ferry terminal and updated the loot crates positions that were on it S2P
3 Years Ago
Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
3 Years Ago
Some more deployables
3 Years Ago
Convert a bunch of deployables
3 Years Ago
Convert landmine to rendererlod
3 Years Ago
Fixed bug in shadows w/ alpha cutout
3 Years Ago
Support importing MeshLOD into InstancedMeshFilter
3 Years Ago
Fix getting player auth token after steamworks SDK upgrade
3 Years Ago
Fix embrasure instanced rendering missing. add instanced rendering to large box
3 Years Ago
Small/medium surface
3 Years Ago
Compile fix
3 Years Ago
Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
3 Years Ago
Update global_networked_bases/2021
3 Years Ago
Disable work shop skin applying since MeshRenderers are removed
3 Years Ago
Cleaned away the black haloing around the ripple fx texture atlas. Scene backup & related mats.
3 Years Ago
Client compile fixes
3 Years Ago
Fix foundation floor not showing
3 Years Ago
Merge from nexus
3 Years Ago
Merged the valve mesh to oiljack_arm for animation
3 Years Ago
Implement removing mesh (again) Update virtualMeshId when allocating larger section for a grid
3 Years Ago
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
3 Years Ago
More skeleton of texture atlas stuff
3 Years Ago
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material Various fixes
3 Years Ago
merge from save239
3 Years Ago
Explosives on Tugboat now work the same way as explosives on buildings. A timed explosive on a door doesn't do splash damage to the boat, and a timed explosive on the boat doesn't damage the door.
3 Years Ago
merge from save239
3 Years Ago
Feedback fixes for the old tv consistent fbx mesh data name set layer to world added the missing collision adjusted culling distance added prefab variants on/off
3 Years Ago
better shadow proxy picks for static cars
3 Years Ago
Couple of non-weapon test item setups. Increased random rotation.
3 Years Ago
Apply some slight random rotation when spawning items in take only mode. Don't show placement ghosts in take only mode.
3 Years Ago
Basics of "take only" mode.
3 Years Ago
Ignore "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported" log
3 Years Ago
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3 Years Ago
merge from save239
3 Years Ago
merge from weapon_racks
3 Years Ago
merge from mfm_errors, seems ok
3 Years Ago
merge from main with a ton of plastic errors?