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139,644 Commits over 4,383 Days - 1.33cph!

5 Hours Ago
Fixed baked AO in painted trims due to new option added
5 Hours Ago
merge from split_dump_command
5 Hours Ago
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
5 Hours Ago
Remove unused vars
5 Hours Ago
Merge from main
5 Hours Ago
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
5 Hours Ago
Merge from standard_shader_detail_vertex_color_tint
5 Hours Ago
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
5 Hours Ago
fixed typo
6 Hours Ago
Added fresnel to neon signs emissive mat. Fixed normals on SHOP neon sign. Added baked AO functionality to plywood mat. AO test bake on kiosk D.
Today
Fix animation jitter and uneven load animation speed
Today
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
Today
Merge from command_alloc
Today
Tidy up workbench vital upgrade icon display. Still looks a bit shit until we get real icons with propper centering, but it's setup for them now.
Cherry pick 148120 (perf.playermodel fix)
merge from perf.playermodel_fix
Today
merge from main
Today
merge from main
Today
merge from main
fixed perf.playermodel scene
Today
merge from main
Today
Cherry Picked 148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
Today
merge from main
Today
Merge from standard_shader_detail_vertex_color_tint
Today
Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material
Today
Skinning pass for small backpack
Today
Merge from main
Today
Fixing skinning for bowless crossbow world model
Today
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
Today
merge from wakeaiz_optim
Today
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
Today
Add can't afford overlay panel to prototype button, toggle as needed.
Today
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
Today
merge from main
Today
Industrial Storage - blockouts and initial prefab configuration
Today
Hook up prototype failed overlay
Today
corrected empty grid logic
Today
Restore water wheel reference to its sounds to fix NRE spam
Today
Move prototype button next to unlock button, keep single unclock cost display at the top
Today
Still show icons as locked, even with prototype installed.
Today
Skinning pass for diving suit and diving tank
Today
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
Today
Merge from main
Today
Subtract the subtract
Today
merge from main
Today
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
Today
Subtract 147919 merge from terrain_lower_fixes
Today
additional boat types, missing files
Today
Merge from main
Today
Renames Add a skinnable for half shelves and single shelves