reporust_rebootcancel

159,238 Commits over 4,597 Days - 1.44cph!

Yesterday
merge from analytics_shield_damage -> main
Yesterday
set foliage shadow blocks as default and enable behind grass quality level
Yesterday
Fix line endings
Yesterday
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance Needs some manual configuring still, curerntly flagging 1818 misconfigured effects Added an inspector UI to automatically add the component with the alculated max distance it should be set to Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
Yesterday
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Yesterday
Update: enable ContentDir build - use Uncompressed, loose output while iterating - clean up generated ContentDirRoot after build Tests: made a couple builds
Yesterday
Fixed "Incorrect material array length" warning when opening some skins in the skin viewer
Yesterday
Fixed binoculars screen effect not working with domain reload disabled
Yesterday
Added net tab to the F1 menu, to replace the one from the old F1 menu Shows ping, received and sent with graphs of the last 30 seconds, plus the client network stats - Added UI_HistoryGraph, a simple bar graph that other tabs can reuse
Yesterday
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees) Exposed as an option on the container entity Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Yesterday
Add analytics for damage blocked by shields when players take damage
Yesterday
couple more attachment points zero'd
Yesterday
Uzi viewmodel - added shell to top of mag - set up system to hide shell on zero ammo count - added events to show shell on return of new mag during reloads
Yesterday
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
Yesterday
Merge from audio_import_changes
Yesterday
Also applied to water footsteps
Yesterday
Merge from audio_import_changes
Yesterday
All footsteps + impact sfx are now decompressed in memory All ambience sfx is now streaming
Yesterday
Increase apartment building bounds as it was slightly too small
Yesterday
Serialize apartment building
Yesterday
Fix apartment building serializing some client only fields
Yesterday
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
Yesterday
Remove "No marker above the terrain to spawn a new marker from position" log
Yesterday
Sort rooms per-floor to speed up the execution time - 0.1ms -> <0.02ms / frame (only when in network range of apartment building) is very acceptable
Yesterday
Merge from prefab_hierarchy_flatten
Yesterday
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
Yesterday
Buildfix: stop QA island modifying splats because of saving with active paint mode Was mutating the splat textures, erroring out unity's content dir build determenism checks Tests: ran content dir - server build, passed
Yesterday
Fix entities placed in scene missing preprocessing Fix boat building in editor with flattening enabled
Yesterday
Fixed mags staying invisible after swapping weapons mid reload - Reload clips hide the mag with a HideLods event and show it again later in the clip, so holstering before that point left the mag's renderers disabled on the pooled viewmodel
Yesterday
Fixed the biofuel generator snapping to the wrong spot in corners with advanced snapping - Corner snap now subtracts the bounds centre offset, like the wall snap already does
Yesterday
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Yesterday
Fix rotation tilt on viewmodel barrel attachment mods Fix muzzle flash points on third person worldmodel Remove mod compatibility for 8x scope and burst module
Yesterday
Adding L85A1 blockout
Yesterday
Optimize apartment culling - cache transform - early exit rooms that were already hidden
Yesterday
merge from main -> base_occlusion
Yesterday
Further tweaks to uzi drop in hackable crates, avoid it spawning "on top" of the other guns, slightly cut bolty and lr weight to limit dilution Keep elite crate and underwater lab crate spawn the same but have it come with some ammo
Yesterday
merge from storepage_oct26
Yesterday
Scrap king page media
Yesterday
merging tattoo gun textures to /tattoos
Yesterday
Merge from /main
Yesterday
Fixed players getting stuck in the computer station when the space behind the chair is blocked - Added two dismount points beside the seat, only used once the rear three are blocked - A refused dismount on any seat now shows a toast instead of silently doing nothing
Yesterday
Extend f1 console multilines up to 25 rather than 8 - Going more than 25 will make it larger than the console window
Yesterday
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Yesterday
Fixed patrol heli rocket deaths not showing the heli on the death screen Rockets were spawned without a creator so the explosion had no attacker - Rockets now have the heli as their creator, so it gets the kill and its avatar - rocket_heli and rocket_heli_napalm death info points at the Rocket and Incendiary Rocket items, so it reads "with a Rocket"
Yesterday
Code cleanup
Rin
Yesterday
Uzi loot spawns. Hackable crate, elite crate and underwater variant of crate_normal Likely to revist this in a future update
Yesterday
Brutalist Rock - Adjusted hand position, updated and split models, updated prefabs
Yesterday
Removed all RRP condition shader keywords from the shaders
Yesterday
Added in M79 Grenade Launcher World Model
Yesterday
Bugfix: make sure ContentDirBackend serializes correctly Tests: generated ContentDirBackend