reporust_rebootcancel

140,035 Commits over 4,505 Days - 1.30cph!

Constantly lerp the camera to the bone position rather than only setting it once on enter
Better preview angles
Yesterday
Allow closing and opening door to be taken into account by the navmesh, but without a full rebuild
Yesterday
Fix multiple idle animations playing at once - causing jittering and preventing the reaction anims from playing
Yesterday
Better way to be able to preview rendering shots + category shots Fix character customisation tiles showing up white initially Clean up min/max yaw settings
Yesterday
merge from glass_ar
Yesterday
Crystal AR - fixed attachment positions in 3p entity
Yesterday
Fixed the white balance values and when the contrast should be applied in the post processing pass
Yesterday
Add modular_contraption_kit_a meshes, materials and textures
Yesterday
merge from Livestock_animals
Yesterday
merge from main
Yesterday
Add edge-case terrain height raiser underneath skirt. Increase slope alignment and full gradient alignment.
Yesterday
New cinematic lighting Various polish and minor animation changes Ensure older baked textures aren't re-handed out Fix indirect instancing bricking renderers in the character creator view Always use best LODs for character creator view props Rebuild all the static icons Swap to medium apartment
Yesterday
further mag drop updates
Yesterday
Render DDraw on beginCameraRendering for RRP
Yesterday
Bugfix: recache icons when opening menu via escape and arriving at the store Tests: standalone - connected to the server and opened-closed menu multiple times
Yesterday
Strip occlusion culling from the dolly preview too
Yesterday
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm
Yesterday
merge from cui_draggable_anchor_fix
Yesterday
Fixed Draggable anchorMax setting to offsetMax
Yesterday
Fix BlurOptimize shader typo
Yesterday
gun display racks - merged weapons and hooks on all three. each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each LOD components 32 -> 10 gameobjects 44 -> 19 draw calls 35 -> 20 colliders 32 -> 3 last LOD tris 15,282 -> 6,486
Yesterday
add cinematic shake to the demo options panel, to have the same shake we use in trailers
Yesterday
Added crystal AR page to the weapons category
Yesterday
merge from main
Yesterday
merge from skinviewer_sept26
Yesterday
minor tweaks to wood glove model for skinviewer
Yesterday
Exclude composter from cooking tests
Yesterday
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
Yesterday
Fence Gate LODs and COL update
Yesterday
Fixed bucket helmet clipping in the skin viewer
Yesterday
Added wood armor gloves to the skin viewer
Yesterday
merge from main
Yesterday
Added posed wood gloves for store page
Yesterday
merge from ocean_sim_waterlevel_trace_fix
Yesterday
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
Yesterday
cherry picking from wooden box storage optimsation
Yesterday
cherry pick from bed optimisations
Yesterday
cherry pick from large wooden box
Yesterday
cherry pick from mixtable prt2
Yesterday
chery picking from mixing table optimsations
Yesterday
cherry picking from small stash improvements
Yesterday
cherry picking from gutter opts
Yesterday
cherry picking from binbag_pile and card table optimisations
Yesterday
merge from glass_ar
Yesterday
Phrase update
Yesterday
Crystal AR - added charm support, small gloss tweaks
Yesterday
Adding sea turtle rig
Yesterday
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Yesterday
Merge from main