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111,740 Commits over 3,928 Days - 1.19cph!

5 Months Ago
updated swamps and bandit town swamp topology
5 Months Ago
set no exit time and reduced transition on player controller to reduce delay when going from swimming to DPV 3p anims
5 Months Ago
Renable layout masks
5 Months Ago
Fix outstanding bugs on DLC views
5 Months Ago
Fix soundtrack bug
5 Months Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
5 Months Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
5 Months Ago
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
5 Months Ago
switched out prefab CompareTo to explicit implementation to avoid boxing
5 Months Ago
Animated variants
5 Months Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
5 Months Ago
CraggyIsland TopologyMap fixes
5 Months Ago
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5 Months Ago
Wallpaper page
5 Months Ago
Merge from ai_wolf_iteration
5 Months Ago
Fix editor only code being used outside of editor directives
5 Months Ago
merge from main
5 Months Ago
post-merge waterinfo query fix
5 Months Ago
Merge from ai_wolf_iteration
5 Months Ago
Add more weapons to editor combat loadout
5 Months Ago
Make targetting component more robust, make wolves react more believably when shot with long range weapons
5 Months Ago
merge DPV->world_update_2
5 Months Ago
Undo meta guid changes on wallpaper textures from previous merges
5 Months Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
5 Months Ago
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5 Months Ago
Merge from elevator_parenting (includes tunnel network layer visibility system)
5 Months Ago
Post merge formatting fixes
5 Months Ago
Network++ Save++
5 Months Ago
5 Months Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
5 Months Ago
merge FrontierHazmat->world_update_2
5 Months Ago
Update: pool.print_memory now allows to filter by T, case sensitie Will be useful in narrowing down leaks in a more precise fashion Tests: Ran the command with/without filter args
5 Months Ago
merge from world_update_2
5 Months Ago
merge from arabic
5 Months Ago
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly Fallback to TMP default font if the font loading failed
5 Months Ago
merge from store-ui-dlc-pages
5 Months Ago
Main Camera post merge prefab fix
5 Months Ago
WaterLevel post merge compile fix
5 Months Ago
Merge from main (this will likely need some post-merge fixes)
5 Months Ago
merge from wallpaper
5 Months Ago
Wallpaper commands minor additions: - Pick the random skin using the item skin list instead of using an hardcoded ID range - Check both the skin name and english display name during name recognition
5 Months Ago
Fix LOD errors
5 Months Ago
merge main->FrontierHazmat
5 Months Ago
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
5 Months Ago
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
5 Months Ago
merge main->dpv
5 Months Ago
Fixed floor spikes giibs spawning twice
5 Months Ago
Fixed large water catcher gibs incorrect materials
5 Months Ago
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues. Right hand aim now happens after the aim pose solver and before the left hand IK pass
5 Months Ago
Remove a runtime allocation (will still trigger in the editor for some tooling purposes) Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component