reporust_rebootcancel

157,253 Commits over 4,566 Days - 1.43cph!

6 Hours Ago
Add a tool which syncs grenade release events across their drop/attach anims, so they release at the same time they used to when using the throw anims Fixed a few that were out of sync
6 Hours Ago
fix tattoos not showing on first-person legs
Tweaked foundation mortar color
Fix merge conflicts
Today
switch head tattoos to uv0 with shader fix for more consistent resolutions fix ReadOnly attributes
Today
Clean up CBuffer declaration and add some more properties to prevent shader errors.
Scrap king atlas b / foundation tweaks
Today
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
Today
Rotation fix for cow and sheep jump down going forward
Today
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client_controls -> pt_boat_rewrite (broken)
Today
Fixed the server map image staying in VRAM after the connect modal Now freed about a minute after the modal closes
Today
Disable the graphic raycaster of a disabled ui window Saves some overhead when navigating in the menu
turret_viewmodels -> pt_boat_turret_rewrite
Today
merge from misc_logging_cleanup
Today
Fix another leak on domain reload
Today
merge from main
Today
Skip raycasting canvases that arent drawn, so closed menu pages stop costing EventSystem.Update every frame when the cursor is unlocked Saves 0.5ms in the inventory in editor
Today
Updated Nailgun World Model, View Model and LODS to fix UV issues Reimported Nailgun Textures
biofuel_generator_poolingfix_2 -> main
Dont cut off the stir sound
Today
merge from teleportlos_fix
Today
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
Today
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
Fix more pooling errors with biofuel generator
Today
setup plague hazmat skin targets
Today
Add SRP Batcher compatibility for BlendLayer, PackedMaskBlend and SnowArea variants
Today
Make Specular and Cloth shaders BRG compatible. (And Wind too, technically, but the motion vector pass ruins it)
Today
exported attach anims for grenade, fire crackers, beancan and flare, also exported attach grenade 3p test anim
Today
Merge from sprint_metabolism
Today
merge from build_error_cleanup
Today
fixed old mesh on scrap_king-wall_third
Today
merge from main
Add throw effect to firecracker throw and drop anims, remove the screen shake effect
Today
Fix opening a vehicle prefab in edit mode causing errors after recent change to disable pool.debug by default in editor
Today
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Today
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Today
Fix all instances of TriggerMovementSound having a collider on the wrong layer or trigger disabled S2P floating cities, islands, jungle ruins and zigg (no scene changes, feel free to stomp)
Today
salvaged cleaver re-sisze - 3p (worldmodel) re-sized up to match pervious verison before the refresh - scaling removed from .worldmodel (was used to quickly fix being too small) - 3p anims updated with larger grip - pivot changed to base of model (to match previous position + the same 3p anim set if used for multiple weapons using this same pivot convention) - removed hacky offset in .entity to deal with above pivot issue
Today
Fixed every graphic serializing an empty cull state event nothing listens to. Now created when getting a listener Drops ~40MB of managed memory for 141k graphics
Today
Merge from mixingcooking_ui
Today
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
Today
Mixing table UI now only reorders recipe list when availability changes, fixes 4 UI layout changes a second. Remove previous LINQ usage, saves some allocs.
Dont allow player to use pt boat whilst restrained
Today
Fixed downloaded workshop skin icons keeping a readable CPU copy, similar to 167894 Was around ~20MB RAM in-game for 15 icons
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Today
Fixed every maskable graphic keeping its own corner scratch array Drops ~11MB of managed memory for 141k graphics
Today
Ignore water hits on cannons, only play water splash instead of the full explosion.
Today
merge from cannonball_ignore_waterhits