reporust_rebootcancel

156,384 Commits over 4,566 Days - 1.43cph!

Today
merge from baseplayer_ondied_nre_fix
Today
Merge motion vector fixes
Today
Fix artifacts at screen edges when motion blur is enabled
Today
Add `forceMotionVector` flag for view models to avoid smearing hairy things across the ground
Today
Add the new hair rendering to Core/Hair to make horse hair and other hairy things look better
Today
Fixed server hip movement causing the horse to never sleep (regression from 167107 Fixed dismounted horses keeping their head turned and hip braced
- Remove supersampling when creating icons (huge performance boost) - Disable categories with no extra options
Today
Merge: from netmsg_loadmap - Buildfix Tests: compile sim
Today
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
Today
Fixed pooling bugs messing with horse animations
Today
Merge from render_pipeline_testing
Today
Default gamepad support enabled to true
Today
Combined all of the Deferred Rendering Debugger overlays into 1 drop down field, as only 1 can be active at a time
Today
Merge: from netmsg_loadmap - Update: reimplement network message as a client RPC Tests: reloaded playground in C+S editor
Today
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
Today
Converted the camera debug pass to an unsafe pass
Today
Fixed the flipped UVs when sampling the rendering layer texture during the shadow debug overlay pass
Today
Added a Renderering Debugger overlay for shadows
Today
We can now get rid of the duped ridersync in the LateUpdate now that we don't control the spine pos from the IK Chops another 0.42ms per frame for 50 moving horses
Today
Removed LegsAnimator on the server, we now use the existing ground normal raycasts to calculate the hip position Hip pos calulcation on the server for 50 moving horses: 2.2ms -> 0.09ms
Yesterday
Config manifest live switching
Yesterday
aliases show in console autocomplete results
Yesterday
Break room progress
Yesterday
Merge: from netmsg_loadmap - Update: ServerMgr.ChangeLevelFor - for modders, new way for servers to dictate map on the client Tests: built standalone client and connected to editor server with Craggy. reloaded into procgen then back a couple times in a row
Yesterday
Clean: remove unnecessary changes, todos - codegen Tests: none, trivial changes
Yesterday
added `alias` command that works the same as input.bind but with a custom command name instead
Yesterday
Clean: remove reauth debug convar - go back to allowing repeated auth messages, but log a deprecation warning Tests: compiler sim passes
Yesterday
LegsAnimator batched raycast commands 50 moving horses: server legs 4.5 ms down to 2.1 ms per frame in the editor (still too much)
Yesterday
Merge: from main
Yesterday
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Yesterday
Bugfix: skip deinitialization when unloading scenes before loading next one Previously it was only skipping when returning to main menu Tests: loaded from craggy to procgen a couple times, no more asserts
Yesterday
More prefab changes to support grids with no fixed size elements
Yesterday
merge from main
Yesterday
Remove all support for fixed size (square) elements in FlexGrid + FlexGridElement (as well as dynamic extra row gap changes etc) Revert all character customisation grids to use column + row elements Use an inactive row prefab to hide unused rows instead
Yesterday
merge from trop1_fixes
Yesterday
Merge fixes
Rin
Yesterday
merge from staging_release_client_enforcement
Yesterday
Delete unused firecrackers viewmodel prefab
Yesterday
merge from map_optims
Yesterday
Removed so dead code in TerrainConfig following 167041
Yesterday
merge from posing_tooling
Yesterday
LegsAnimator optim: legs that haven't moved reuse their last ground hit instead of raycasting every frame, with a fresh raycast at least every 30 frames
Yesterday
Reduced the legs animator culling distance if the horse is not ridden. Force fade out when stationnary
Yesterday
Firecracker updates - Add grenade animation subsytem, remove the hold type override controller - Add missing events to 3p drop anim - Setup viewmodel anim controller for drop anims - Fix not hooked up viewmodel camera anims - Increase throw velocity
Yesterday
update from main
Yesterday
Add config block for all gamepads so we can bundle configs with the game per release/branch and keep them in Plastic. Update tests/validator.,
Yesterday
main -> character_customisation
Yesterday
Swap over to new vertical design
Yesterday
Add missing gamepad type config files
Yesterday
merge from main