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130,555 Commits over 4,140 Days - 1.31cph!

3 Days Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
3 Days Ago
merge from canyon-fog-fix
3 Days Ago
drop off biome fog density under ocean level, fixes canyons being full of fog
3 Days Ago
spas12 viewmodel - added ads anim
3 Days Ago
4k strip light materials
3 Days Ago
4k striplight and striplight mount textures
3 Days Ago
Added collision to farm barge container shells. Replaced beach parasols with static versions.
3 Days Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
3 Days Ago
Fix impact effects on the mannequin only appearing near the feet
3 Days Ago
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3 Days Ago
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3 Days Ago
4k textures for spotlight and tripod
3 Days Ago
merge glass_fix_resourcerefs to main
3 Days Ago
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
3 Days Ago
Improve mannequin model part hiding with skin overrides
3 Days Ago
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
3 Days Ago
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
3 Days Ago
Jungle ak viewmodel - fix for ads dryfire
3 Days Ago
Merge fixes from /indirect_instancing
3 Days Ago
Rebase on /main
3 Days Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
3 Days Ago
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3 Days Ago
decor_lighting_dlc -> main
3 Days Ago
Deployable snapping for the table lamp
3 Days Ago
Deployable snapping for the Mannequin
3 Days Ago
Added snapping to the spotlight
3 Days Ago
Added snapping support to the two types of beanbag
3 Days Ago
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3 Days Ago
merge from decor_lighting_dlc/gameplaypass
3 Days Ago
merge from decor_lighting_dlc
3 Days Ago
viewmodel chainsword update attack animation edits
3 Days Ago
merge from ui_mipmaps_fixes
3 Days Ago
Wheat icon mipmap group set to UI
3 Days Ago
merge from main
3 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
3 Days Ago
Merge: from main
3 Days Ago
merge from decor_lighting_dlc
3 Days Ago
Fixed string lights with no wire slack looking terrible
3 Days Ago
merge from stringpool_warnings_investigation
3 Days Ago
More farm barge set dressing
3 Days Ago
Apply the stringpool fix to ~20 more entities
3 Days Ago
merge from main
3 Days Ago
Fixed fairy and string lights wire thickness causing issues when not using wire slack
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
Fixed deep sea spawning erroring on other scenes
3 Days Ago
Clean: Replace persistent native WaterFactorCache with transient native allocs This is slower, but it's not the hot path and it simplifies code and avoids polluting intellisense. Tests: ran unit tests
3 Days Ago
Disabled deep sea island spawning on that branch, its causing errors when entering play mode from other scenes than Craggy
3 Days Ago
merge fix_static_respawn_areas to main
3 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - use world pos/rots when running water queries Previously it used local pos/transf, which was incorrect when parenting happened (excavator as example). Tests: jumped on excavator, validated that the water queries are running in the right location with UsePlayerUpdateJobs 2
3 Days Ago
Removed sound player on chandelier guide