reporust_rebootcancel

144,529 Commits over 4,444 Days - 1.36cph!

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5 Hours Ago
merge from m16a2 (empty magazine reload animation)
5 Hours Ago
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5 Hours Ago
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
5 Hours Ago
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5 Hours Ago
Merge from apartment complex to bring work over
5 Hours Ago
WIP on industrial barricades before switching branches
5 Hours Ago
apartment complex s2p
6 Hours Ago
deploy updates on 3p animation content
6 Hours Ago
merge from PlayerRigUpdate2
Today
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Today
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
Today
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
Charity plushies setup
Today
Merge from main
Today
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
Today
Show time remaining for rent in the vending machine storage loot panel
Today
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
Today
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
Today
Fixed wanted posters clearing the name when entering the deep sea
Simplified the "Deployable Snapping" dropdown to just two buttons
Today
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
Today
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
Today
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
Today
RRP contact shadows
Cleanup prefab path
Today
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Today
round up BDU projectile protection this time without a bunch of random shit changed
Today
round up BDU projectile protection
Today
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Today
mp5 deploy update
Today
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Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
update apartment_complex_monument/prototype
Today
Deploy and shadow animation updates on rifles
Today
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
Today
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
Today
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Today
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Today
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Today
Fixed guitare skin viewer framing
Today
Fixed table skins not loading in the skin viewer
Ground floor mesh decals
Today
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
Today
Merge: from stringview_indexof_fix
Today
Phrase update
Today
Merge: from main