reporust_rebootcancel

137,410 Commits over 4,352 Days - 1.32cph!

1 Hour Ago
sunken /combat knife updates (now we have orientation model changes from main) - updated 3p combat anims with new prop orientation - removed entity offsets - set to follow r_prop instead of r_hand - updated holster positions
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Aniso setting fix
3 Hours Ago
Various light fixture stuff.
4 Hours Ago
Saloon kick updates - Updated player animator with correct anims - Added anim events
4 Hours Ago
Top bleed fix.
4 Hours Ago
Scene backup. Light prefab optimizations and tweaks.
4 Hours Ago
added offsets to the refresh salvaged axe mesh in entity and world model prefabs to match the original
4 Hours Ago
Bunny Suit Texture delete
4 Hours Ago
Bunny Suit Material and Texture Fixes
5 Hours Ago
Lighting stuff.
5 Hours Ago
Added a button to toggle open/closed the command list
5 Hours Ago
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5 Hours Ago
Fix command.GetOverride() NRE when populating the command list
6 Hours Ago
Light scene & related files.
6 Hours Ago
Fix creative.freebuild (setting grades) breaking with the boat building plan
Today
thicker/detailed window frames to match apartments around
Today
removed introduced allocations
Today
moved frameNo+serverTs to NetWrite (main thread set)
Today
merge from main
Today
pushing scene before merge
Today
updated steam id on crypt building skin
Today
merge from main
Today
merge from main
Rin
Today
merge from static_bbs_magnet_fix
Rin
Today
merge from bbq_fix_lod_emission
Rin
Today
merge from vendingmachine_deploy_fix
Rin
Today
merge from fueltank_fix
Rin
Today
merge from shipping_containers_optimizations
Add highlighted search through the convars (just like settings search)
Today
work around RT size mismatch in BiRP water wrapper
Yesterday
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Yesterday
- Fix console not pushing logs after inputting - FIx autocomplete command list flex snapping at random intervals - Expose current override value rather than default value
Rin
Yesterday
merge from io_exploit_fix
Yesterday
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2 Days Ago
Fixed vending machine deploy regression
2 Days Ago
Update(tests): add 8 players perf test to UpdateSubscriptions - add some TimeWarnings to parallel UpdateSubscriptions - got rid of caching all Visible sets, just reuse 1 per task from pool Tests: ran tests
2 Days Ago
Update(tests): Pump up those rookie network streaming range numbers in unit tests (1,2 -> 4,8) to match real servers - rewrote spawning logic in UpdateSubscriptions unit tests to ensure we spawn within main layer 128 player perf test is now showing much better results: Serial - 10.3ms, Parallel - 1.7ms Tests: ran unit tests
3 Days Ago
Budget the main thread part of navmesh building
3 Days Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
3 Days Ago
naming conventions, small tweaks
3 Days Ago
manifest, bounds fixes, guide fixes
3 Days Ago
apartment wood stove
3 Days Ago
Loadouts tab baseline
3 Days Ago
updated item definition on bunny suit
3 Days Ago
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3 Days Ago
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
3 Days Ago
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