reporust_rebootcancel

142,338 Commits over 4,413 Days - 1.34cph!

Yesterday
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
Yesterday
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.
Yesterday
Removed backfaces from apartment comples b entrance
Yesterday
merge from main
Yesterday
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
Yesterday
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
Yesterday
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not Fixes the animations persisting on syringes and bandages when they shouldn't be
Yesterday
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
Yesterday
Revert previous changes
Yesterday
main -> twitchdropsrenderer
Yesterday
Merge from main
Yesterday
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Yesterday
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
Yesterday
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
merge from computer_io_no_passthrough
Yesterday
merge from useLegacyWorkbenchInteraction_fix2
Yesterday
merge from mortar_prototype
Yesterday
merge fom deployable_snapping_fixes_4
Yesterday
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode Remove old TerrainHoleRenderer inspector Fix probe terrain holes again
Yesterday
Change hole rendering order to before viewmodel to avoid depth stencil conflicts Move cylinder hole primitive pivot point to bottom Add TerrainAlphaScanner tool to automatically find modified terrain alpha and add new hole system with best guess shape Integrate TerrainHoleRenderer into TerrainMeta which automatically swaps to geoclip terrain when in use (in editor) Fix terrain not using HoleMap during probe/cubemap renders
Yesterday
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
Yesterday
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Yesterday
Expose options for recyclers to turn off without an online powergrid and have different efficiency/duration stats with an online powergrid Update recycler loot panel UI to pull from current stats to populate the text field, also optimise its update method
Yesterday
restrict some client functions to only work for the mounted player
Yesterday
up and down fixes
Yesterday
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Yesterday
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Yesterday
Add pocket support (which deletes the ball on contact)
Yesterday
WIP on networked darts for 3rd person clients, manifest + codegen
Yesterday
Clean: store buffer[pos] accesses in a variable Just for easier code reading Tests: ran unit tests
Yesterday
Clean(editor): get rid of Pool.UseSafetyChecks flag - lock-free Pool can't ensure associated hashset consistency, so we can't use that anymore - checking for null on Take call doesn't seem to make sense since awhile back Tests: ran tests. StressTestMT doens't sporadically fail anymore
Yesterday
Optim: couple micro optims - rewrite a couple branches into branchless logic - inlined IsTurnTicketSameIgnoreProgress - got rid of module via use of MADD - added extra comments for explaining what's going on AllocDeallocST: 2.82 -> 2.77ms for 10k allocs. Tiny, but every bit helps Tests: ran unit and perf tests
Yesterday
Yesterday
Move command to new .cs file
Yesterday
Whoops added the "Create Centered Parent" into the ugui package instead of our other MenuItem scripts
Yesterday
Update large apartment with new positions
Yesterday
Fix the large apartment prefabs centering
Yesterday
More lighting
Yesterday
exported edited 3p run anims for holdtypes starting with an E to H
Yesterday
Use Application.installPath instead of Path.GetFullPath when downloading map files
Yesterday
Use full path when loading workshop bundles
Yesterday
Add "Create Centered Parent" GameObject menu item to fix off-center apartment children renders - built-in unity button was creating every empty parent at 0,0,0 of the parent apartment and using local position
Yesterday
Added a gaussian blur to the EVSM shadows as part of the shadow caching process to improve the filtering
Yesterday
Update: replace member variables with cacheline sized counterparts Didn't see any notable change in perf tests, but wouldn't hurt Tests: ran tests
2 Days Ago
Better error log when ItemName is set wrong in ApprovedSkinInfo
2 Days Ago
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2 Days Ago
Merge: from pool_mt