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126,711 Commits over 4,109 Days - 1.28cph!

12 Days Ago
Connect Modal design
12 Days Ago
Fix from feedback
12 Days Ago
Store dlc overlay page prefab variant setup Moved the DLC price logic in cart button
12 Days Ago
M15 Pistol - Updated cinematic textures with new ironsight
12 Days Ago
merge from main - RC
12 Days Ago
sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
12 Days Ago
M15 Pistol - Added ironsight dots to world model, small alignment tweaks to size and position
12 Days Ago
Test changes I used for auto driving boats for solo testing stuff
12 Days Ago
Fix some client/server domain issues with GetEntitiesInBuildArea
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Fix client+server compile
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Fix MLRS being dependent on the rocket prefab server components on the client Fix possible AuroraEffect.UpdatePosition NRE
12 Days Ago
Merge from main, resolve conflict in FPSLogger caused by 123804
12 Days Ago
Bugfix: BaseRaidBench - this is no longer nude beach Tests: built C+S and C-only, ran the scene
12 Days Ago
Update: BaseRaidBench - simulate client flow - use a fake client backend and a dummy connection Fixes players not facing the target, but breaks player clothing for what-ever reason. Tests: ran scene
12 Days Ago
fix double rendered MeshCull objects
12 Days Ago
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
12 Days Ago
Update: BaseRaidBench - wip weapon aiming - Weapon debug graphics confirm aiming direction - Player model doesn't face the right way (need to run client updates, that's next) - added benchmark-related safety checks in local client logic This also hijacks main camera, I'll have to fix that later Tests: ran the scene
12 Days Ago
Store page overlay recycling Some layout tweaks
12 Days Ago
snapping_fix -> main
12 Days Ago
Try only doing is server checks in a listen server
12 Days Ago
M15 Pistol - Emissive glow in iron sights
12 Days Ago
bloody bucket for the medical bay
12 Days Ago
Pilot codelock - closed status emissive texture
12 Days Ago
Pilot Codelock - updated textures and prefabs
12 Days Ago
Window closed by setting there canvas group alpha to 0 are now set as not pickable in the scene view in editor
12 Days Ago
snapping_fix -> main
12 Days Ago
Fix snapping not working on split client and server
13 Days Ago
Add options for setting rate limit of horn. Initial settings allow for unlimited hooting and tooting.
13 Days Ago
Added Updated Compass Viewmodel FBX
13 Days Ago
Optimise SH Baker into larger raycast batches, caching texture data, and SH occlusion sampling using parallel jobs. Handle cases where fbx does not have material assigned by searching local materials folder
13 Days Ago
Enabled mip maps on some store assets
13 Days Ago
Overlay page button progress bar
13 Days Ago
view model camera animation update
13 Days Ago
Merge from parent
13 Days Ago
merge from main
13 Days Ago
phrases + coegen checks
13 Days Ago
merge from naval update
13 Days Ago
merge from main
13 Days Ago
backup trawler prefab
13 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
13 Days Ago
Fix asset scenes never finishing loading when running as server
13 Days Ago
Enable map in hardcore WIP bringing back fog of war, taking some parts from the old MapEntity class from 2016 (lol) Local fog generation working, map shader updated to work with canvas group alpha Position is offset for some reason, still investigating
13 Days Ago
snap_deployable_improvements -> main
13 Days Ago
Reduce how close you need to be to start corner snap Added summary Reduced cast origin a little Fixed bathtub planter corner snapping
13 Days Ago
snap_deployable_improvements -> main
13 Days Ago
Dont include the clientvar
13 Days Ago
CS0414 error fix
13 Days Ago
snap_deployable_improvements -> main