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111,841 Commits over 3,928 Days - 1.19cph!

7 Months Ago
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
7 Months Ago
merge from searchlight_fixes
7 Months Ago
merge from relax_bounds
7 Months Ago
merge from invisibleplayers_fix
7 Months Ago
merge from bradleyvisual_merge
7 Months Ago
Burst upgrade 1.8.13 -> 1.8.15
7 Months Ago
7 Months Ago
merge from electricalheater_fix
7 Months Ago
merge from wire_slacking
7 Months Ago
backup storage building large
7 Months Ago
Fixed electrical heater not deployable on armored wall hard side
7 Months Ago
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7 Months Ago
player update. shovel entity updated so the shovel is held correctly on 3p animations
7 Months Ago
fix client defines
7 Months Ago
vm handcuffs - added hit anim - udpated animator - added anim events to attacks - organised folder - added effects folder & effects for events
7 Months Ago
Switch to BaseMelee
7 Months Ago
reworked shed support beam UVs for new texture
7 Months Ago
disabled animation on dpv
7 Months Ago
Added attack_hit_kidnapper (temp duplicate) and assigned in controller.
7 Months Ago
Trigger attack VM
7 Months Ago
fixed small gc alloc
7 Months Ago
updated vm handuffs animator to work with baseMelee setup
7 Months Ago
merge from main
7 Months Ago
Merge from main
7 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
7 Months Ago
Server compile fix
7 Months Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
7 Months Ago
Global S2P with HLOD
7 Months Ago
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7 Months Ago
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene) Went through each monument looking for stragglers, some notable finds: -the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD -converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
7 Months Ago
Fixed sidecar bike pulling to the right
7 Months Ago
Improved sprint meter behaviour
7 Months Ago
Make bike sprinting actually go faster, increasing engine power and top speed
7 Months Ago
Update wooden_crate_e (and it's camo version) to MeshLOD
7 Months Ago
Fix the bike sidecar not sleeping and therefore keeping the whole bike awake
7 Months Ago
Merge from cine_entities
7 Months Ago
Changed material for cinelight_point_blue - now uses version which can be rendered on cyc walls and backdrops
7 Months Ago
Merge main -> Bikes
7 Months Ago
Fixed 'cinecyc_black' not being hidden with hideobjects command
7 Months Ago
Merge from main
7 Months Ago
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD S2P supermarket, NMS, bandit town, water treatment
7 Months Ago
Merge from main
7 Months Ago
Rerun fishing village A and C S2P
7 Months Ago
7 Months Ago
Merge from techtree_panel_improvements
7 Months Ago
merge from pipette_skin
7 Months Ago
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
7 Months Ago
'selectitem' command fixes/improvements: - wait for the MoveItem RPC to be completed before selecting the belt solt - if the item is present in the belt, just select it instead of moving it to the belt slot 0 - when moving the item from the inventory, take an entire stack instead of a single item
7 Months Ago
- Can now drag a stack of items onto another item in a container with a lower stack limit to swap them over. The item with too many will split itself and only carry over the amount that fits. The move will only fail now if there's no inventory space for the extra item. - Similarly, can now drag-swap admin-created items with more than the usual item's stack limit. The item will be split, but the swap move will now work successfully.
7 Months Ago
merge from io_seismic_sensor