reporust_rebootcancel

153,972 Commits over 4,536 Days - 1.41cph!

Yesterday
merge from Frog_Branch -> critter_animals
Yesterday
Prevent key rebinding triggering if clicked with gamepad cursor
Yesterday
Bugfix: clamp color channels when creating a blurhash texture Tests: navigated through store, no more color splodges
Yesterday
Update: ran StoreBundleTool to assign blur hashes Tests: inspected store with httpimagedelay
Yesterday
- updated cattle bias maps and reset their settings, applied new maps to cattle materials. - updated sheep model with better organised model - fixed some AO issues in sheep textures - added sheep fur normal and applied it to sheepfur materials - added LOD material for black sheep fur and updated sheep prefab
Yesterday
Performance fix
Yesterday
Bugfix(editor): read textures as srgb data when able to Tests: visualized produced blurhash
Yesterday
Added inheritSkinsFrom to ItemDefinition. Code support for it. Set all sandbag variants to inherit skins from the base sandbag item.
Yesterday
Update(editor): minor cleanup of CalculateBlurHash All experiments to async load textures failed, so committing to this version Tests: inspected a couple produced blur hashes
Rin
Yesterday
merge from sandbag_barricade_sockets
Yesterday
Fix pre-existing binding issue when closing menu mid key-assign. Only shows up as a real issue when using a gamepad.
Yesterday
exported wip frog anims
Yesterday
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
Yesterday
compiler fixes
Yesterday
Updated the Light binning debug overlay to display the total number of lights processed per screen tile rather than per-bin
Yesterday
Fix some key latching issues when input gets cleared such as F1 console opening.
Yesterday
Merge from salvaged_cleaver_loud
Yesterday
Salvaged cleaver distance fix
Yesterday
remove debug cubes
Yesterday
Yesterday
Changed to per-camera bin data buffers so the light binning job can be completed just before rendering
Yesterday
fix hitbox collisions
Yesterday
M79 Grenade Launcher Blockout
Yesterday
fully integrate squirrel anims, fixed critter locomotion analyzer tool
Yesterday
merge from Livestock_animals/meat_visuals
Yesterday
Fixed apartment complex and floating cities not showing in the S2P batch window
Yesterday
S2P: - ferry terminal - outpost - large oilrig - gas station - radtown - supermarket - water_well (all 5) - apartment complex - floating city (all 4)
Yesterday
merge from sentry_upload -> main
Yesterday
- Changed the LightBinningJob to only process depth bins within the screen tile that a light occupies to reduce the overhead of the job significantly - Aligned depth bins for each tile within memory so that they are within the same cache lines and produce more cache hits when sampling the depth bin on the shader side
Yesterday
integrate new squirrel anims
Yesterday
Re-add the "max 3 uploads per session" logic that got removed accidently
Yesterday
PS 4/5 gamepad layout vdfs. Update input config deploy tool to work with all the layouts not just xbox.
Yesterday
Add missing catch {} to a try statement that only had a finally {} block
Yesterday
merge from Squirrel_test to critter_animals
Yesterday
Cleanup
Yesterday
merge from Livestock_animals -> critter_animals
Yesterday
Fixed raw beef missing its becomeOnCooked ref
Yesterday
Tweaked BBQ beef pos
Yesterday
Editor tool to preview the meat position
Yesterday
Added new meats to all oven prefabs
Yesterday
main -> grenade_client_prediction
Yesterday
Fix Map bindings not having close map
Yesterday
Real glyph texture settings. Fix some display issues.
Yesterday
readded scrap king console command, description and grade to the foundation block
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
merge from espcanvas_autosize_clan_fix
Yesterday
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
Yesterday
show LT before RT when showing glyphs in a row
Yesterday
Merge from look_boost (which ended up mostly being a massive refactor)