reporust_rebootcancel

153,684 Commits over 4,536 Days - 1.41cph!

14 Days Ago
Fence Gate LODs and COL update
14 Days Ago
Fixed bucket helmet clipping in the skin viewer
14 Days Ago
Added wood armor gloves to the skin viewer
14 Days Ago
merge from main
14 Days Ago
Added posed wood gloves for store page
14 Days Ago
merge from ocean_sim_waterlevel_trace_fix
14 Days Ago
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
14 Days Ago
cherry picking from wooden box storage optimsation
14 Days Ago
cherry pick from bed optimisations
14 Days Ago
cherry pick from large wooden box
14 Days Ago
cherry pick from mixtable prt2
14 Days Ago
chery picking from mixing table optimsations
14 Days Ago
cherry picking from small stash improvements
14 Days Ago
cherry picking from gutter opts
14 Days Ago
cherry picking from binbag_pile and card table optimisations
14 Days Ago
merge from glass_ar
14 Days Ago
Phrase update
14 Days Ago
Crystal AR - added charm support, small gloss tweaks
14 Days Ago
Adding sea turtle rig
14 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
14 Days Ago
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14 Days Ago
Merge from main
14 Days Ago
Merge from statesync_event_fix
14 Days Ago
Proper fix for events double firing when using the StateSync component When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :( We now suppress animatione vents for a frame any time we scrub the state backwards Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
14 Days Ago
Set up glass mag drop (using mesh renderer instead of particle system)
14 Days Ago
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14 Days Ago
Manifest
14 Days Ago
Codegen, compile fixes
14 Days Ago
Merge from main (will need codegen)
14 Days Ago
Gutter cornices: combined each into one MeshLOD renderers 30 > 3 LOD components 30 > 3 Parts cull at different distances (supports 15, caps 35, rail 75), so each state is a mesh of only what's still visible - 802/88/24 tris, matching the originals at every band. Still batches, all states under the vert cap. time for bed
14 Days Ago
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
15 Days Ago
Abyss barrels: combined the seaweed into one mesh per barrel Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15). seaweed clumps 107 > 2 meshes LOD components 109 > 4 renderers 115 > 10 prefab size 518kb > 121kb Geometry and collision unchanged. Wind is preserved.
15 Days Ago
Merge from main
15 Days Ago
optimized poker table variants: Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60). - RendererLOD chains: 34 > 4 MeshLOD - LOD components: 226 > 192 - renderers: 321 > 212 - GameObjects: 143 fewer - LOD0 submesh draws: 49 > 14 - prefab size : 508kb > 122kb Also cleared a dead LODGroup from _cardtable_base
15 Days Ago
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15 Days Ago
update from main
15 Days Ago
update from main
15 Days Ago
RidableHorse.prefab
15 Days Ago
merge from fix_masterkey_swipe -> main
15 Days Ago
Add tests to prove the swiping is correct
15 Days Ago
Fix the master key getting stuck in the animation state if you left click with key, as it derives from the keycard but has no swipe animation
15 Days Ago
russian roulette; - updated prefab - updated textures wip
15 Days Ago
Crystal AR store page wip
15 Days Ago
Wood armor gloves placeholder skin viewer mesh
15 Days Ago
Added wooden armor parts and crystal AR to the skin viewer
15 Days Ago
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15 Days Ago
merge from maintainables_fixes
15 Days Ago
remove extra debug log
15 Days Ago
merge from editor_save_toolbar -> main
15 Days Ago
merge from skinviewer_cubemap_fix