reporust_rebootcancel

144,811 Commits over 4,444 Days - 1.36cph!

Today
Fixed some RPC limits on change name and add sell order Fixed wrong starting fee being applied
Today
Remove the water level clamping while swimming, was causing footsteps to be audible when a player was fully submerged Dithering between swimming and walking needs a better fix, out of scope for this month
Today
Fixed 3p_gesture_sleeping animation playing a wave sfx for some reason
Today
merge from weaponinfopanel_nrefix
Today
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
Today
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Replace various usages of FindObjectsOfType with faster FindObjectsByType without sorting Most usages are editor only or convar utils, but get some small gains like speeding up FindMapEntities on server init on a 4.5k map from 189ms to 63ms
Today
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Today
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Yesterday
merge from june_hotfix1
Yesterday
merge from weaponinfopanel_nrefix
Yesterday
ProjectileWeaponInformationPanel::EligableForDisplay NRE fix
Yesterday
merge from june_hotfix1
Yesterday
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Yesterday
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Yesterday
Disable only the nvidia reflex options if unsupported instead of the whole rendering settings container
Yesterday
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Yesterday
fixed missing buoyancy reference in playercorpsenew
Yesterday
Improved first person viewmodel lighting on the industrial torch.
Yesterday
Fixing jacket skinning
Yesterday
Can open the popup back by clicking on the seen notification entry
Yesterday
bring skinviewer viewmodel rendering changes to RRP
Yesterday
Fill motion vector command buffer
Yesterday
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
Yesterday
Warning notifications show as popups when arriving in the main menu When the popup is closed, it goes in the notification window, marked as seen
Yesterday
Ability to dynamically add in single compatability layer remappings - this should allow the quick add to manifest buttons to auto add any remap changes as well
Yesterday
Setup motion vector pass (doesn't draw anything yet)
Yesterday
using a proto message for serializing sculpt data rather than raw byte array storage - should be more flexible for altering the format, let's us bake data about the space the array refers to - still LZ4 compressing the proto bytes because we get 10:1 for data like this
Yesterday
Updated all the RRP volumes with the correct color grading values
Yesterday
Manifest Codegen
Yesterday
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes Remove terrain erosion component from test map
Yesterday
Optim: avoid buffer alloc on recieving player voice packet Tests: 2p on craggy, tested voice in both directions
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
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Yesterday
Adjusted sunglasses to reduce clipping on some playerseeds. split frames and lenses to improve sorting issues. updated all .fbx files and prefabs.
Yesterday
Deploy animation updates
Yesterday
Fix the "Destroying components immediately is not permitted during physics trigger/contact" server error when launching players with a catapult
Yesterday
hair set fixes
Yesterday
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Yesterday
Possibly fix the server error "Coroutine couldn't be started because the the game object 'assets/prefabs/npc/m2bradley/bradleyapc.prefab' is inactive!"
Yesterday
Ponytail/bun lod2 conditional setup Also fixed missing references for ponytail/bun LOD0/1 conditional meshes
Yesterday
Client keeps track of seen notifications locally: - a notification is seen once the notif window is open - seen notifications are styled differently - they pop back after a client restart until cleared We now send v2/readall only when clicking on the clear all button. Client also keeps track of cleared notifications locally so global notifications can be dropped by the client (the backend keeps sending until they expire)
Yesterday
Added RRP volumes for every BRP post process volume that was missing one
Yesterday
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Yesterday
industrial barricades - test prefab setup, temp gibs for testing, mani update
Yesterday
Fix "missing effectrecycle" warning when deploying large furnce It was using an incorrect place effect (just pointing to the enabled effect prefab), made a new deploy effect prefab using the originally intended large furnace deploy sound
Yesterday
Updating smoke grenade rigs with updated mesh
Yesterday
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values