reporust_rebootcancel

134,410 Commits over 4,444 Days - 1.26cph!

10 Days Ago
updated 3p weapon/tool run anims to 16 frames
10 Days Ago
updated 3p weapon/tool run anims to 16 frames
10 Days Ago
updated 3p weapon/tool run anims to 16 frames
10 Days Ago
updated 3p weapon/tool run anims to 16 frames
10 Days Ago
merge from main
10 Days Ago
updated 3p weapon/tool run anims to 16 frames
10 Days Ago
update apartment_complex_monument/prototype
10 Days Ago
Switch between billboard and model (wip)
10 Days Ago
fix devLocal/WorldCoord shaders missing g-buffer stencil write
10 Days Ago
Fix 4 boxes not being placeable in a foundation anymore
10 Days Ago
merge from attachment_charms
10 Days Ago
merge from contact_lowresasset_fix
10 Days Ago
Fixed contact mugshot_unknown UI asset using streaming mip maps, for real this time
10 Days Ago
More billboard work, supports fake extreme distance, temp shader, mat.
10 Days Ago
Carry over equipped charm when reskinning a gun to a redirect
10 Days Ago
autofind_deployable_snapping -> main
10 Days Ago
Mark auto snap as experimental
10 Days Ago
Lowercased VideoPlayer dialog prefab path (solves the path conversion to lowercase warning)
10 Days Ago
Post merge fixes
10 Days Ago
merge from main
10 Days Ago
merge from attachment_charms/skinviewer
10 Days Ago
fixed Paintable shop sign at apartments zfighting in paint view
10 Days Ago
Billboard tests
10 Days Ago
Fixed renderers being disabled on spawn right before we strip the LOD components
10 Days Ago
Fixed client.playvideo (and server.broadcastplayvideo) getting stuck at the first frame (regression from Unity 6) Before: https://files.facepunch.com/raul/1b1011b1/10_16-49-FoolhardyFruitfly.mp4 After: https://files.facepunch.com/raul/1b1011b1/10_16-50-BrightApe.mp4
10 Days Ago
merge from spraycan_reskin_refactor
10 Days Ago
Fix an edge case of errors when reskinning snowmobiles after they were saveloaded Child entity (fuel tank, storage) spawn order can vary after a server restart, causing a mismatch when trying to restore inventories using the child indices - add fallback to match by just prefab id For extra safety add more logging, and a fallback for the fallback - should anything go wrong with restoring containers, drop any leftover items instead of leaking them
10 Days Ago
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform - allows simulation to not be affected by VM-scaling, should be significantly more stable
10 Days Ago
Update the test commands to just use the final stage
10 Days Ago
Charms are spawned by the skin viewer using a common template Limited vertical drag movements when inspecting charms, BC isnt working well, we'd have to set custom constraints for the skin viewer only
10 Days Ago
Ensure all FormatBytes cases display capitalised KB/MB because we are dealing in bytes, not bits. Was driving me crazy displaying kb/mb everywhere when we are using bytes, not bits
10 Days Ago
Port cannons and mortars over to animation subsystems, create sub controllers for both, add additive toggle for one shot subsystems.
10 Days Ago
main -> autofind_deployable_snapping
10 Days Ago
secondary_connection_voices_fix -> main
10 Days Ago
Fix VOIP bugging out over CCTV cameras Prevent connections from being added twice: once through the secondary connections then once through the regular path
10 Days Ago
set dressing progress on 1st floor of wing
10 Days Ago
merge from main
10 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
10 Days Ago
Manifest, localization
10 Days Ago
Merge from main
10 Days Ago
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
10 Days Ago
Charms can be inspected using the skin viewer
10 Days Ago
merge from vending_mapmarker_pooling_fix
10 Days Ago
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
10 Days Ago
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
10 Days Ago
Manifest, codegen, localization
10 Days Ago
Merge: from main
10 Days Ago
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
10 Days Ago
set dressing progress on 1st floor of wing lower ao factor on broken tiles material
10 Days Ago
Quick test of a 2 stage descent