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126,618 Commits over 4,109 Days - 1.28cph!

13 Days Ago
Deployable snapping setting Fixed some padding issues
13 Days Ago
Added new UI sound slider to the new settings menu
13 Days Ago
Added new map markers binds in the settings
13 Days Ago
Added a button to reset keybinds individually
13 Days Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
13 Days Ago
Rebuild manifest
13 Days Ago
Merge from main
13 Days Ago
Setup for third person testing
13 Days Ago
legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
13 Days Ago
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
13 Days Ago
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
13 Days Ago
Connect Modal styling
13 Days Ago
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13 Days Ago
Fix minigun world model briefly spinning when being equipped in third person
13 Days Ago
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
13 Days Ago
Merge from parent
13 Days Ago
Merge from main
13 Days Ago
Possible BaseOven.CookVisuals NRE fix
13 Days Ago
merge from party_system -> main
13 Days Ago
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk Switched the spawn point name from Compound -> Outpost
13 Days Ago
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
13 Days Ago
Move hardcoded assets to bootstrap asset scene because some are needed in the menu Fix some scene switching issues after LevelManager changes
13 Days Ago
Better behaviour when handling tight corners, better scaling Use spherecast for matching deployable capture (better again for barrels) Rename inBuildingPrivilege to buildingBlocked
13 Days Ago
Merge from main
13 Days Ago
Disco floor just uses its own snapping system for entity to entity connections. Ensure large planter box can still snap to the centre of a foundation
13 Days Ago
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead. This instantly improves barrel snapping.
13 Days Ago
merge from main
13 Days Ago
Localization
13 Days Ago
Pull DLC price from steam, show discounted price and discount percent when on sale
13 Days Ago
Fixed Shelves not wanting to snap together properly Added debug command for snapping
13 Days Ago
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now Fixed issue with large storage box where it would go invalid on one side depending on the placement
13 Days Ago
Merge from main
13 Days Ago
(subtract) to get the right value
13 Days Ago
Implemented store DLC tab, wired the dlc overlay pages
13 Days Ago
Calculate a better Y placement height Set all snapping casts to have a maximum of 1 unit
13 Days Ago
New user-bindable marker commands: - `buttons.markcurrentpos` to place a marker at the players position on the map - `buttons.clearmarkers` to clear all map markers
13 Days Ago
Reverted 123230 "merge from session_analytics", needs more work
14 Days Ago
Fix NRE from party menu trying to render when opening DM menu in chat
14 Days Ago
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets) Make LevelManager safer to use with overlapping async operations by queuing them internally Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene Load asset scenes in parallel
14 Days Ago
merge from fogmethod1
14 Days Ago
correct default max brightness
14 Days Ago
merge from indirect_instancing
14 Days Ago
smooth out abrupt fog/lighting change when going underground
14 Days Ago
Re-enabled instancing for the Nature/Cliff shaders
14 Days Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
14 Days Ago
merge from fogmethod1
14 Days Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
14 Days Ago
Added extra sanity checks to projectile consistency testing
14 Days Ago
Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
14 Days Ago
patrol_heli_revision_fixes -> main