reporust_rebootcancel

144,817 Commits over 4,444 Days - 1.36cph!

Yesterday
merge from Deploy_Update
Yesterday
merge from swimming_footsteps_sfx_fix
Yesterday
merge from industrial_torch_viewmodel_lighting
Yesterday
merge from sleeper_wave_sfx_fix
Yesterday
Rename geolocation status convar to geo_status to stop it from hiding global.status
Yesterday
RRP stencil testing with terrain during GBuffer pass (replacing alpha testing) Add TerrainHoleStencil shader for holes rendering to stencil buffer instead of r8 Use sort values in terrain prepass and hole renderer features to fix ordering Add stencil option to terrain material for testing Replace stencil in Standard-Terrain to test against hole bit 4
Yesterday
Fixed some RPC limits on change name and add sell order Fixed wrong starting fee being applied
Yesterday
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
Yesterday
Fixed 3p_gesture_sleeping animation playing a wave sfx for some reason
Yesterday
merge from weaponinfopanel_nrefix
Yesterday
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
Yesterday
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Yesterday
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
Yesterday
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Yesterday
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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
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Setup motion vector pass (doesn't draw anything yet)
2 Days Ago
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
2 Days Ago
Updated all the RRP volumes with the correct color grading values
2 Days Ago
Manifest Codegen
2 Days Ago
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes Remove terrain erosion component from test map
2 Days Ago
Optim: avoid buffer alloc on recieving player voice packet Tests: 2p on craggy, tested voice in both directions
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
Adjusted sunglasses to reduce clipping on some playerseeds. split frames and lenses to improve sorting issues. updated all .fbx files and prefabs.
2 Days Ago
Deploy animation updates
2 Days Ago
Fix the "Destroying components immediately is not permitted during physics trigger/contact" server error when launching players with a catapult
2 Days Ago
hair set fixes
2 Days Ago
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2 Days Ago
Possibly fix the server error "Coroutine couldn't be started because the the game object 'assets/prefabs/npc/m2bradley/bradleyapc.prefab' is inactive!"
2 Days Ago
Ponytail/bun lod2 conditional setup Also fixed missing references for ponytail/bun LOD0/1 conditional meshes
2 Days Ago
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)