reporust_rebootcancel

144,159 Commits over 4,413 Days - 1.36cph!

Yesterday
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
Yesterday
Fixed IconRender scene using the old UI input system module
Yesterday
merge from keyboard_layouts_fix
Yesterday
Fix bind_default stomping player rebinds when the default command was left unbound
Yesterday
merge from premium_rebrand
Yesterday
Compile fix
Yesterday
merge from premium_rebrand
Yesterday
Tweaks, deleted old premium modal
Yesterday
Updating burstcloth constraints for industrial torch
Yesterday
Deleted some old assets Reserialized a bunch of menuui2 prefabs
Yesterday
Updated premium server browser tag
Yesterday
Broken tile prop set
Yesterday
more skin set balance
2 Days Ago
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2 Days Ago
RRP BillboardLight logic consistency fix with BRP
2 Days Ago
Swapped premium logo in main menu footer
2 Days Ago
Added UIBorder and UIRoundedCorners
2 Days Ago
Rebuilt the premium modal
2 Days Ago
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2 Days Ago
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2 Days Ago
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
2 Days Ago
50cal_animation_improvements -> main
2 Days Ago
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2 Days Ago
merge from main -> optimize_train_track_meshes
2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
merge from main -> apartment_complex_monument
2 Days Ago
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
2 Days Ago
Allow toggling more than one gameobject based on ammo > 1
2 Days Ago
merge from fix_additional_projects_slnx -> main
2 Days Ago
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
2 Days Ago
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
2 Days Ago
Forgot the M16
2 Days Ago
female/light skin brightness balance pass
2 Days Ago
Better fix, make setting ammo_true false params its own option on the component
2 Days Ago
Merge: from main
2 Days Ago
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
2 Days Ago
Fixed crosshair popups regression from my recent generic popup changes
2 Days Ago
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
2 Days Ago
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
2 Days Ago
merge from spraycan_reskin_refactor
2 Days Ago
Quick fix for ammo_true and false params not being set on viewmodel component
2 Days Ago
Minor cleanup Move CanBuild check further down Fix spray fail response logging to console of the whole net group Remove rundant codelock parent field Disallow reskinning turrets if not authed Disallow reskinning Busy doors Prevent potential error when reskinning io with mismatched slot counts
2 Days Ago
male/light skin brightness balance pass
2 Days Ago
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
2 Days Ago
Intial setup for reload variants, shells visible in mag dependant on state (wip)
2 Days Ago
Glass AR - model and texture update, added extra materials for testing
2 Days Ago
Optim: cache RemoveCorpse invoke Saves 3 allocs, 384b total Tests: none, trivial change
2 Days Ago
exported updated vm m16a2 anims
2 Days Ago
Fix compile errors (explicit namespace) after fixing additional projects
2 Days Ago
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)