reporust_rebootcancel

143,534 Commits over 4,413 Days - 1.36cph!

11 Days Ago
main -> game_room_dlc
11 Days Ago
Added baked config at register time Batteries are data based
11 Days Ago
Possible NRE fix
11 Days Ago
Pool table deployable
11 Days Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
11 Days Ago
merge from mortar_prototype
11 Days Ago
Fix mortar animation handles not getting disposed of properly in demos
11 Days Ago
Splitter evaluator
11 Days Ago
blockout playground models from yesterday
11 Days Ago
some visual tweaks to bench_b
11 Days Ago
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
11 Days Ago
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
11 Days Ago
Full rebuild param handling from Jenkins end
11 Days Ago
Fixed charm picker not working when skins_access was set to 1
11 Days Ago
Merge from shot_dub_fixes
11 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
11 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
11 Days Ago
Fix hole Remove with swapback for transform instance data
11 Days Ago
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
11 Days Ago
Fixed wrong item id on ballistic vest
11 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
11 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
11 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
11 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
11 Days Ago
fix player_model changes stomped in merge
11 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
11 Days Ago
Memory cell evaluator
11 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
11 Days Ago
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11 Days Ago
Evaluator refactoring
11 Days Ago
Some tooltips
11 Days Ago
Merge from auto_particle_cinematics
11 Days Ago
Compile fix
11 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
11 Days Ago
Branch and blocker evaluators Some cleanup and fixes
11 Days Ago
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11 Days Ago
merge from main
11 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
11 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
11 Days Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
11 Days Ago
Unity 6.3.15f1
11 Days Ago
Merge from unity_6.3.11
11 Days Ago
Finalized D. B fixes. Scene backup.
11 Days Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
11 Days Ago
Various D fixes.
11 Days Ago
Cleaned C and set correct layers.