reporust_rebootcancel

129,231 Commits over 4,232 Days - 1.27cph!

51 Days Ago
merge from hackweek_crosshair_customization
51 Days Ago
Fix crosshair rendering below scope overlays
51 Days Ago
Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
51 Days Ago
merge from main
51 Days Ago
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently: "Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc "Dynamic Spacing" - whether spacing changes to indicate accuracy Hook them up to settings menu & crosshair code packing
51 Days Ago
merge from fix_streaming_wallpaper -> main
51 Days Ago
Enable texture streaming on wallpaper floors
51 Days Ago
merge from rotatable_paintings -> main
51 Days Ago
merge from main
51 Days Ago
Filled all the refs in all takeovers, removed the direct page reference field
51 Days Ago
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
51 Days Ago
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
51 Days Ago
naval_update -> scientist_boat_ai
51 Days Ago
move colorpicker to separate assembly, refactor some jank third party code
51 Days Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
51 Days Ago
Fix chainsaw hit sounds not playing in first person
51 Days Ago
First pass on dynamic nav obstacles
51 Days Ago
merge from naval_update -> deep_sea
51 Days Ago
merge from main -> naval_update
51 Days Ago
Merge from boat_building
51 Days Ago
merge from lop_entity_spawn_time -> main
51 Days Ago
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
51 Days Ago
Fix accidental negative collider on sail post
51 Days Ago
halloween floorpaper setup and wip textures
51 Days Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
51 Days Ago
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
51 Days Ago
Update: UI_Store - drop UI_StoreItemOverlayPage references - resaved prefab Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles. Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
51 Days Ago
merge from main
51 Days Ago
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51 Days Ago
merge from fix_tags_levelurl -> main
51 Days Ago
Merge from boat_building
51 Days Ago
Merge from parent
51 Days Ago
Include level url in server tags
51 Days Ago
Prepare migration of entities currently having a navObstacleComponent
51 Days Ago
Static versions of deployed/world model props, replaced in scene
51 Days Ago
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51 Days Ago
Plays the correct third person deploy sound
51 Days Ago
unity tutorial update
51 Days Ago
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51 Days Ago
merge from naval_update/deep_sea
51 Days Ago
Added IClientComponent to CullWhenInside so they never spawn on the server
51 Days Ago
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
51 Days Ago
floating city 2 layout update, connected most barges and piers together