reporust_rebootcancel

111,769 Commits over 3,928 Days - 1.19cph!

7 Months Ago
Merge from main
7 Months Ago
Fixed item icon NRE's when first person spectating
7 Months Ago
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
7 Months Ago
Fix client compile quickly before Jenkins notices
7 Months Ago
Merge Bikes -> main
7 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
7 Months Ago
Adjust sidecar bike steering
7 Months Ago
7 Months Ago
Refactoring, consolidated player reaction code
7 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
7 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
7 Months Ago
Full global S2P and HLOD regeneration
7 Months Ago
Switch from asset warmup -> warming up scenes of prefabs - loads scenes async in background rather than stalling main thread - acts similar to async asset warmup - loads autospawn prefabs first, then everything else - spawns world and loads entities, effects and misc prefabs in background - waits for entity scene to finish loading before running prefab warmup - prefabs not in warmup scene will be warmed up on the fly EntityToScene packs prefabs into warmup scenes - for all types of prefabs, not just entities - can configure with filters to choose what prefabs you want per warmup scene Added `scene_warmup` convar to enable feature - must restart for it to take effect - also requires partial loading to be enabled (this will become full async loading setting in future) Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup Add warmup scenes into asset bundles Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene() - destroy all other scenes and load new scene async - run synchronous for normal loading
7 Months Ago
Fixed null mesh entries being included in HLOD
7 Months Ago
More rider bouncing around from collisions etc
7 Months Ago
HLOD meshes will now skip objects with "Core/Foliage" materials
7 Months Ago
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7 Months Ago
Merge from main
7 Months Ago
7 Months Ago
Unsaved changes/additions: - Updated bbq static prefab with latest lighting/fx - Added bbq "always on" static prefab variant - Added static decor shelves
7 Months Ago
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
7 Months Ago
Adjust collision force and damage settings for all bikes
7 Months Ago
Fixed incorrect length on gambling room light connectors in bandit town
7 Months Ago
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
7 Months Ago
Fixed incorrect chainlink colours in NMS
7 Months Ago
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
7 Months Ago
7 Months Ago
BillBTestMap spawn point height fix
7 Months Ago
Merge main -> Bikes
7 Months Ago
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
7 Months Ago
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
7 Months Ago
Merge from main
7 Months Ago
Merge preprocess refactor -> monument_scenes
7 Months Ago
Refactor PrefabPreProcess to pass an options struct instead of `bool resetLocalTransform` - add options to turn each part of PreProcessing on and off - default to everything enabled - Scene2Scene will only run the stripping, not PreProcess() callbacks
7 Months Ago
Removed 3P green laser from the ground underneath the turret Added the red laser to the turret, just to test
7 Months Ago
Brake light prefab tweaks/additions
7 Months Ago
Added the exhaust
7 Months Ago
Probably fixed all the remaining light issues. Untested yet.
7 Months Ago
Fixed vehicle light scripts not using the correct default values.
7 Months Ago
merge from protobuf_skip_default_fields -> aux1
7 Months Ago
Codegen
7 Months Ago
merge from main -> protobuf_skip_default_fields
7 Months Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
7 Months Ago
Fix music clips preload
7 Months Ago
Fixed using OR to check for changes instead of AND
7 Months Ago
Audio clips with platform specific settings removed
7 Months Ago
Batch together audio import updates with AssetDatabase.StartAssetEditing() to reduce the time it takes to run Fix progress bar not being cleared when reserializing all assets Fix some audio clips not being detected as modified and their changes not being saved Remove obsolete platform specific import settings for audio clips
7 Months Ago
Merge from audio_import_music_clips -> aux1
7 Months Ago
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
7 Months Ago
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7