reporust_rebootcancel

142,080 Commits over 4,413 Days - 1.34cph!

10 Days Ago
Enable submesh batching on shipping container
10 Days Ago
Only enable submesh batching on certain assets instead of every single one
10 Days Ago
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
10 Days Ago
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
10 Days Ago
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
10 Days Ago
Delete unused Combine() overload from MeshRendererData
10 Days Ago
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent - until we fix the LOD2 container wall having mismatched material order compared to the other lods
10 Days Ago
Add support to RendererBatch for submeshes - RendererBatch will send each submesh to the batching system separately with it's own material and track them both - update batching system to use submeshes when merging meshes
10 Days Ago
Added female/light player seed Female/light body material updates PlayerModelMouth balance pass
10 Days Ago
network++
11 Days Ago
Setup engineering bench filler/item visuals
11 Days Ago
Crypt building skin store page baseline
11 Days Ago
Add sell order skin support to the marketplace terminals in outpost
11 Days Ago
charm position tweaks
11 Days Ago
Fix all the compile errors
11 Days Ago
main -> vendingmachine_ui_refresh
11 Days Ago
TMP compile fix
11 Days Ago
merge from unity_6.3.11/new_inputsystem
11 Days Ago
Compile fix
11 Days Ago
merge from unity_6.3.11/new_inputsystem/tmp_update
11 Days Ago
More menu items stuff
11 Days Ago
Menu items cleanup
11 Days Ago
update textures for prototype upgrade
11 Days Ago
Initial pass on darts game reticle - convar options for testing - acceleration, velocity, and friction for movement - random acceleration for variance, with "hold breath" to stop random and increase friction - accuracy ring once velocity is below threshold
11 Days Ago
Fixed TMP_SDF - Depth Offset shader TMP Settings
11 Days Ago
updated engineer workbench created empty states/models for prototype, range, defence, surplus, effiency and surplus. + full empty state mesh. created prefabs
11 Days Ago
Stripped out TMP sprites
12 Days Ago
▇ ▆▋▋▊▊▋ ▌▌▊ ▄▍▄▍▍▋▌▊▆▆ ▉▌ ▍▄▍█
12 Days Ago
Stripped out TMP style sheet
12 Days Ago
▇ ▊▇▇ ▋▍▌▌ ▉▍▉▇▊▌▉▉▍▇▅█▆▇ ▉▇▋▅▋▋▌▌▅▋ ▋▇▋▄ ▍▄▋▊█▆▆▉▆▇ ▅▄ ▍█▊▄▊ ▊▇▍▅▍▉▉ ▅▅▄▋▌▋▊▆▅▉ ▉▍▊▉▄▄▅▄▅▇ ▍▋ ▋▇▅▄▄▄▄▋▍ ▍█▅▉
12 Days Ago
▋ ▇▊▅ ▆▄█ ▇█▉▋▊▍▇▌▌▉▋▅▅▅▅ █▄▊ ▉▌▅▉▄▋█ ▇▇▇▍▄▇▉▄▊ ▍▊█ ▊▉▌▄▌▇▉▊▍█▅▊▍▉ █▋▅▇▋█▌▇▆▉▄▌▋▆▅▄█
12 Days Ago
Industrial Storage - WIP textures
12 Days Ago
merge from unity_6.3.11/new_inputsystem
12 Days Ago
- Smoothed the zooming in and out in third person camera view - Fixed third person camera zoom being inverted. Added client.'invertthirdpersoncamzoom' convar for the sickos that prefer it the old way
12 Days Ago
client.prefab holds the canon EventSystem Removed the dupe from EngineUI2
12 Days Ago
Fixing female torso skinning and skinning fix/ burst cloth setup for bunny suit
12 Days Ago
Industrial Torch - Updated model with reduced dimentions and thinner grip area
12 Days Ago
exported edited 3p crouch movement anims
12 Days Ago
Removed RedirectSkin_BlueprintIsNotGivenForFree test, its a dupe of an existing item test Test list
12 Days Ago
wb3 setup
12 Days Ago
restore wb2 placement mesh ref
12 Days Ago
Updated bootstrap legacy input module to FpStandaloneInputModule
12 Days Ago
Potential fix for "can't call stop on disabled agent" log spam
12 Days Ago
BDU texture updates
12 Days Ago
▌ ▆▍▊ ▋▊▄ ▋▌▌ ▇▆▉█▅▋▋▋▉▍▇ ▍▌▊▉▄▌▅▋▅▍▍▌▌▄▄▊▄▍ ▅▉▅▊▄▊▄▋▊ ▌▉▅▅▋▅▍▌▇▆▄▋▌▍ ▄▋▌ ▇▇▊█▅▄▋▋ ██▆▆▋▄
12 Days Ago
Hook up t2 filler/upgrade item links
12 Days Ago
Patched TMP shaders to work with soft mask
12 Days Ago
forgot to commit empty filler prefabs
12 Days Ago
▊ █▋▇▄█ ▇▋▄▊ ▍▉▇▇
12 Days Ago
Removed event system from client.prefab, we only need one and its in EngineUI2