reporust_rebootcancel

106,377 Commits over 3,806 Days - 1.16cph!

1 Year Ago
Merge from main
1 Year Ago
Moving more stuff to textures.split.split.bundle (test)
1 Year Ago
Inner/outer consistency stuff Initial extra bloom
1 Year Ago
merge from main
1 Year Ago
merge from WorldModels
1 Year Ago
HE lingering smoke
1 Year Ago
merge from main
1 Year Ago
merge from industrial_grade_upgrade
1 Year Ago
merge from /main/nuclear_missile_silo/flyby
1 Year Ago
merge from weapon_racks
1 Year Ago
protobuf gen
1 Year Ago
merge from main
1 Year Ago
Fix ground check for weapon stand
1 Year Ago
Fix incorrect corner display of weapon placement ghost when not hovering a valid placement location.
1 Year Ago
merge from main
1 Year Ago
▅▍▍▊▍ ▇▋▌▆ ▌▄▌▉▌▅▇▊▉█▆▇▇▅▍▆▍▋▄▆▆▌▉
1 Year Ago
merge from community_ui_scaling_fix
1 Year Ago
Expose beltScrollSpeedMultiplier on mining quarry
1 Year Ago
▄▅▋█▆ ▄▄▋█▊, ▊▅█▋ ▍▉▄▌▆▍▉ ▌▄▌▊▄ ▉▇▊█▊
1 Year Ago
▍▉▇▍▇ ▇▆▋▆ ▍▅▊▄
1 Year Ago
Fixed emoji rendering in read only input fields Added emoji support for the clan announcement and member details text fields (no autocomplete or galleries but the raw text input is supported)
1 Year Ago
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly" Store LOD level of each mesh in `InstanceLODState` Still debugging mesh culling randomly breaking
1 Year Ago
Merge from main
1 Year Ago
Merge from hackweek-chat-emoji
1 Year Ago
Added detailed colliders so that parachutes can be shot at
1 Year Ago
Show parachute health on HUD Client compile fix
1 Year Ago
Move the first person camera closer to the actual model head bone position while freefalling with a parachute, fixes distorted legs view
1 Year Ago
If a player is dismounted from the parachute due to a collision in the first 1.5s of the deploy they will be hurt with fall damage (up to 80 damage)
1 Year Ago
Added extra collider to tugboat roof to prevent clipping through during sinking
1 Year Ago
Better animation transition if the player cuts their parachute while the deploy is in process Parachute.bypassRepack convar bypasses the pickup duration Added drag to the unpacked parachute so it falls a bit nicer Fixed condition not getting applied properly
1 Year Ago
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
1 Year Ago
Secondaries for 25mm impact.
1 Year Ago
Compile fix
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Region out client analytics variables that are "assigned but never used" when compiling client
1 Year Ago
Move shadows to their own grids Distance cull both meshes & shadows Only frustum cull meshes
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid Fix "outside of map" grid not having a gridId set and looking like grid #0 Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow" Refactor culling system to completely ignore shadows
1 Year Ago
Change InstancedScheduler script update order to near the end Count number of meshes & shadows separately Add number of rendered meshes, shadows & draw calls for instancing to `perf 8` Add average number of meshes & shadows drawn to client performance analytics Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
1 Year Ago
Added LODs, colliders, and prefab setup to the screwdrivers
1 Year Ago
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea) Clamp instanced rendering distance from 500 - 2500 Take lower of draw distance vs instanced render distance when culling Run codegen to apply convar descriptions
1 Year Ago
Add description to all convars
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
▉▉▊▆▋ ▉▌▆▅▋▍
1 Year Ago
Add clientside performance analytics for instanced rendering - culling time - draw calls - render distance - size of compute buffers & arrays - mesh count - prefab count - entity count
1 Year Ago
Merge bbq loot panel prefab fix from main 84947 -> aux1
1 Year Ago
Fix armored double door & triangle ladder hatch prefabs getting "deleted" during a merge from attack heli and then throwing error when you try to respawn
1 Year Ago
Shockwave improvements
1 Year Ago
merge from weapon_racks
1 Year Ago
merge from weapon_racks/missing_items