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124,391 Commits over 4,171 Days - 1.24cph!

Today
fix rotatable painting socket angle values
Today
Piper nigrum vines (27MB)
Today
Decor DLC wallpaper (42MB)
Today
Pilot ejector seat occlusion and normals (12MB)
Today
Pilot hazmat (120MB, though unsure how many textures were used in end product)
Today
Coconut gloves (20MB)
Today
Coconut torso armor (25MB)
Today
Enable streaming on mannequin textures (16MB)
Today
merge from menu_optims
Today
merge from menu_optims
Today
merge from hackweek_crosshair_customization
Today
Fix crosshair rendering below scope overlays
Today
Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
Today
merge from main
Today
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently: "Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc "Dynamic Spacing" - whether spacing changes to indicate accuracy Hook them up to settings menu & crosshair code packing
Today
merge from fix_streaming_wallpaper -> main
Today
Enable texture streaming on wallpaper floors
Today
merge from rotatable_paintings -> main
Today
merge from main
Today
Filled all the refs in all takeovers, removed the direct page reference field
Today
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
Today
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
naval_update -> scientist_boat_ai
Today
move colorpicker to separate assembly, refactor some jank third party code
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
Fix chainsaw hit sounds not playing in first person
Today
First pass on dynamic nav obstacles
Today
merge from naval_update -> deep_sea
Today
merge from main -> naval_update
Today
Merge from boat_building
Today
merge from lop_entity_spawn_time -> main
Today
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
Today
Fix accidental negative collider on sail post
Today
halloween floorpaper setup and wip textures
Fix getting stuck in the wander state if we exit seek without reaching our target
Today
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
Today
Update: UI_Store - drop UI_StoreItemOverlayPage references - resaved prefab Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles. Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
Today
merge from main
Today
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Today
merge from fix_tags_levelurl -> main
Today
Merge from boat_building
Today
Merge from parent
Today
Include level url in server tags
Today
Prepare migration of entities currently having a navObstacleComponent
Today
Static versions of deployed/world model props, replaced in scene
Today
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