reporust_rebootcancel

124,505 Commits over 4,171 Days - 1.24cph!

Today
merge from main
Today
merge from store_atlases/coverimage
Today
Frontier atlas
Today
Added support for sprite in CoverImage, fixes messed up UVs when using atlases
Today
Enable sprite packing on build
Today
M15 pistol (50MB)
Today
Exclude pack brandings assets from atlases, they need alpha and dont need to be POT Some fixes
Cleanup, compile errors
Today
Packed all the store media assets in POT atlases so they can be compressed as expected Disabled mip maps on some media assets that do not need it (fixed size)
Seek out targets that attack us eg if you're attacked by someone then set them as the target
Today
Move up #IF CLIENT
Add ai data to all rhibs
Today
Delete old mannequin folder - clone of the store mannequin folder under `TwitchDrops/` but unreferenced everywhere
Today
fix rotatable painting socket angle values
Today
Piper nigrum vines (27MB)
Today
Decor DLC wallpaper (42MB)
Today
Pilot ejector seat occlusion and normals (12MB)
Today
Pilot hazmat (120MB, though unsure how many textures were used in end product)
Today
Coconut gloves (20MB)
Today
Coconut torso armor (25MB)
Today
Enable streaming on mannequin textures (16MB)
Today
merge from menu_optims
Today
merge from menu_optims
Today
merge from hackweek_crosshair_customization
Today
Fix crosshair rendering below scope overlays
Today
Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
Today
merge from main
Yesterday
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently: "Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc "Dynamic Spacing" - whether spacing changes to indicate accuracy Hook them up to settings menu & crosshair code packing
Yesterday
merge from fix_streaming_wallpaper -> main
Yesterday
Enable texture streaming on wallpaper floors
Yesterday
merge from rotatable_paintings -> main
Yesterday
merge from main
Yesterday
Filled all the refs in all takeovers, removed the direct page reference field
Yesterday
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
Yesterday
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
Yesterday
naval_update -> scientist_boat_ai
Yesterday
move colorpicker to separate assembly, refactor some jank third party code
Yesterday
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
Yesterday
Fix chainsaw hit sounds not playing in first person
Yesterday
First pass on dynamic nav obstacles
Yesterday
merge from naval_update -> deep_sea
Yesterday
merge from main -> naval_update
Yesterday
Merge from boat_building
Yesterday
merge from lop_entity_spawn_time -> main
Yesterday
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
Yesterday
Fix accidental negative collider on sail post
Yesterday
halloween floorpaper setup and wip textures