reporust_rebootcancel

145,533 Commits over 4,444 Days - 1.36cph!

Yesterday
Make the 4x multiplier a convar. Codegen.
Yesterday
monument blocker vent - setup entity, updated manifest
Yesterday
Increase the size of the billboard 4x over phase1. Add perspective compensation to billboard so it doesn't appear larger in the corners of screen.
Yesterday
snapping_fixes -> main
Yesterday
Fix issues with vertical barrel snapping
Yesterday
Clean: refactor ConnectedPlayersUpdate into batched blocks Makes it easier to see at a glance where our time is spent in profiling snapshots Tests: ran around on craggy
Yesterday
Update Rust.CodeAnalyzer - bring back .editorconfig list as a secondary way of marking methods as non caching - fall back to allow tagging unity / third party methods that we can't easily add the attribute to, like GameObject.GetComponentsInChildren<T>(List<T>)
Yesterday
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Yesterday
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Yesterday
Add SatelliteRenderProxy to fake render the satellite model when it is out of draw distance. Remove lods from FX. Delete old satellite billboard prefab. (now contained in satellite itself)
Yesterday
Merge from BDU_set_and_bowless_phys_impact_fix
Yesterday
Remove some lods from satellite for now
Yesterday
phys impacts sound fix
Yesterday
Glass AR - split worldmodel FBX, fixed wm magazine LODs, added mag to viewmodel prefab for testing
Yesterday
merge from inventory_playerquality
Yesterday
Added ui.inventoryplayerquality to controls the quality of the player preview in the inventory. Set to 1 by default, matches what we had before the player model update Added it to the options menu, tied to the graphics presets too
Yesterday
Add satellite.descent_angle to control entry angle. Push satellite origin further out x,z so it moves through the sky more horizontally.
Yesterday
Added .gitattributes file for RRP repo
Yesterday
wip, stage 1 now slowly moves through the sky at extreme distance (but rendered as a tiny, close billboard) before switching the stage 2 model display and crash to ground.
Yesterday
Metas from main
Yesterday
Converted debug pass line endings from CRLF to LF
Yesterday
merge from attachment_charms
Yesterday
Select attachment -> Select accessory
Yesterday
Fixed all charms not rendering unless close to world origin (removed the culling components, unnecessary for viewmodel prefabs)
Yesterday
Apply amount clamping in the vending machine purchase UI on value changed instead of end edit to match how it was before the ui refresh
Yesterday
Fixed path warning when opening the charms picker
Yesterday
Fixed charms picker background dismisser not closing the dialog
Yesterday
Fix 4 pool leaks that got flagged
Yesterday
Move the attribute to Facepunch.System so it can be used in more places Apply it to 42 more suitable methods across the project
Yesterday
apartment wing prefab - all sentries placed
Yesterday
Merge from main
Yesterday
Merge from 2stage
Yesterday
Added bloom clamp, diffusion, and dirt texture for the RRP bloom
Yesterday
Fix null texture warning when switching between AO apply options
Yesterday
monument blocker - vent -- adding collision for every stage
Yesterday
merge from main
Yesterday
Fix motionvectors in AO apply pass Fix temporal blending issues
Yesterday
Fixed VM stats not working on rentable shops
Yesterday
Various cleanup
Yesterday
Cleanup
Yesterday
Fixed not being able to buy things from rentable shops due to distance hecks
Yesterday
Add signage.adminscanalwaysupdatesigns replicated convar, controls the previously hardcoded behaviour of admins always being able to modify signs regardless of locks, build status, etc (made testing permisisons harder) Fixed the sign attached to rentable shops being editable when the shop is closed Fixed the sign attached to rentable shops being editable after using the randomise shop owner convar
Yesterday
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid - Improve how powergrid IO access points were handling changes in available power - Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Yesterday
Merge from PlayerRigUpdate2 (snowmobile/bike reaction layer refactor, no player facing changes)
Yesterday
Delete PlayerModelReactionEnded state machine component
Yesterday
Remove React layer from player animator, now handled entirely by sub systems Remove 3 associated parameters
Yesterday
Merge from react_layer
Yesterday
Fixed pelvis movement on low react weights
Yesterday
Call BaseEntity.Query.Server.Remove() earlier inside DoServerDestroy so if it does throw an NRE later in OnServerDestroy it's still removed from the lookup grid
Yesterday
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)