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141,008 Commits over 4,383 Days - 1.34cph!

Yesterday
Anim bug fix and general polish pass
Yesterday
merge from main
Yesterday
Reduced noise of peeling paint in XL metal and rust kiosk trims
Yesterday
Merge from main
Yesterday
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
Yesterday
tweaked bed lod values, set texture flags, col tweaks
Yesterday
quick level save before playground area start
Yesterday
placed the new bed prefabs into apartments, removed temp ones
Yesterday
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
Yesterday
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
Yesterday
merge from main
Yesterday
merge from deepsea_loot_balance
Yesterday
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Yesterday
Fixed tropical islands spawngroups respawning loot on top of each other
Yesterday
Colour code handles based on their sub system ownership
Yesterday
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
Yesterday
Add support for showing sub systems
Yesterday
Reset the chair tester
Yesterday
Merge from player_model_anim_inspector
Yesterday
Merge from parent
Yesterday
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
Yesterday
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
Yesterday
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
Yesterday
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Yesterday
Fix animation assignments being backwards, disable pitch curve for now.
Yesterday
Show server country codes. This time taken via geolocation
Yesterday
Setup new binocular shader: lens distortion, fresnel and glare
Yesterday
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
Yesterday
Updated eyelash material
Yesterday
Don't run upkeep for non-rented apartments
Yesterday
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
Yesterday
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
Yesterday
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Yesterday
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Yesterday
merge from fix_c4_deployable_damage -> main
Yesterday
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Yesterday
Fix C4 & satchels doing 2x damage to the deployable it's attached to - was doing splash damage + direct damage to the entity it's parented to if it was a deployable (stuff like workbenches, not building blocks, doors or anything you would be raiding) - fixed by skipping splash damage on the entity it's attached to so it only does direct damage
Yesterday
merge from dump_prefabpreprocess -> main
Yesterday
Add `dumppreprocess` to specifically dump the list of prefabs inside prefabpreprocess & their component counts - will also be included when running full `dump` command
Yesterday
merge from fix_dump_dontdestroyonload -> main
Yesterday
Add automatic shader remapping to Indirect Instancing This also properly initialises BatchRendererGroup, but getting the .bufferHandle requires a Unity mod for the time being. (need to migrate ComputeBuffer → GraphicsBuffer first)
Yesterday
Refactor dumping objects per scene into separate folders because it was copy pasted between `dump` and `dumprootobjects`
Yesterday
RRP: Add some DOTS support to Lit vertex shader
Yesterday
Fix DontDestroyOnLoad scene including all the objects in other scenes instead of all the objects not in other scenes
Yesterday
Yesterday
Send daily rent to client in apartment room entity Link apartment upkeep terminal -> apartment room on client
Yesterday
Switch loot panel for apartment upkeep terminal to new one
Yesterday
Add support for the TC loot panel to show the upkeep for the apartment rooms - use the apartment room to get the daily scrap rent
Yesterday
set electric furnace emissive HDR intensity to 1, and adjusted emissive texture to compensate
Yesterday
progress on darts game controller, initial structure and setup for starting/ending game and players joining/leaving