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106,383 Commits over 3,806 Days - 1.16cph!

1 Year Ago
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1 Year Ago
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1 Year Ago
Cherry picked 84502 => Fixed bug in shadows w/ alpha cutout
1 Year Ago
Added support for the lights in the tugboat smoke stack at heavy damage levels
1 Year Ago
Sank the tugboat in ferry terminal and updated the loot crates positions that were on it S2P
1 Year Ago
Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
1 Year Ago
Some more deployables
1 Year Ago
Convert a bunch of deployables
1 Year Ago
Convert landmine to rendererlod
1 Year Ago
Fixed bug in shadows w/ alpha cutout
1 Year Ago
Support importing MeshLOD into InstancedMeshFilter
1 Year Ago
Fix getting player auth token after steamworks SDK upgrade
1 Year Ago
Fix embrasure instanced rendering missing. add instanced rendering to large box
1 Year Ago
Small/medium surface
1 Year Ago
Compile fix
1 Year Ago
Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Disable work shop skin applying since MeshRenderers are removed
1 Year Ago
Cleaned away the black haloing around the ripple fx texture atlas. Scene backup & related mats.
1 Year Ago
Client compile fixes
1 Year Ago
Fix foundation floor not showing
1 Year Ago
Merged the valve mesh to oiljack_arm for animation
1 Year Ago
Merge from nexus
1 Year Ago
merge from experimental - RC
1 Year Ago
merge from main
1 Year Ago
Implement removing mesh (again) Update virtualMeshId when allocating larger section for a grid
1 Year Ago
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
1 Year Ago
More skeleton of texture atlas stuff
1 Year Ago
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material Various fixes
1 Year Ago
merge from main
1 Year Ago
merge from save239
1 Year Ago
Explosives on Tugboat now work the same way as explosives on buildings. A timed explosive on a door doesn't do splash damage to the boat, and a timed explosive on the boat doesn't damage the door.
1 Year Ago
merge from main
1 Year Ago
merge from save239
1 Year Ago
Feedback fixes for the old tv consistent fbx mesh data name set layer to world added the missing collision adjusted culling distance added prefab variants on/off
1 Year Ago
better shadow proxy picks for static cars
1 Year Ago
Couple of non-weapon test item setups. Increased random rotation.
1 Year Ago
Apply some slight random rotation when spawning items in take only mode. Don't show placement ghosts in take only mode.
1 Year Ago
Basics of "take only" mode.
1 Year Ago
Ignore "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported" log
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
merge from save239
1 Year Ago
merge from weapon_racks
1 Year Ago
merge from mfm_errors, seems ok
1 Year Ago
merge from main with a ton of plastic errors?
1 Year Ago
Add global.showemojierrors for debugging
1 Year Ago
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