reporust_rebootcancel

145,410 Commits over 4,444 Days - 1.36cph!

Deleted FrogBoots_Charm_Old, seems to no longer be used anywhere
Stripped bind subsurface profile components from all charms (inherited from basecharm) Deleted FrogBootRubber SSP
Today
merge from attachment_charms
Today
Fixed Attachment.UpdateVisibility NRE
Today
merge from main
Today
Toggle the charms MeshCull components instead of changing the distance when switching to viewmodel mode
Today
Bugfix: separate position-dependent and other player state caching It was possible that for a couple frames cached player state would be incorrect Tests: none
Today
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons Add Throwing support
Today
Subtracted 154204
Today
Merge from satellite_crash
Today
Compile fix
Today
The Demos window refreshes automatically when opened so you dont have to press the refresh button every time
Add simple demo loot room to powerplant locked behind a powered powergrid Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
Today
Merge from main
Today
Merge from satellite_crash
Today
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Today
Add control computer to launch site.
Today
monument blocker - vent - updated manifest
Today
Bumped skin viewer viewmodel camera near clip plane to 0.05, fixes clipping with ak handle
Today
Add control computer static variant. Immortal, no monument info, no pickup, etc.
Today
Fix compile error
Today
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
Today
apartment_complex_core prefab refactoring, organising set dressing groups per floor simplified some props prefabs to reduce amount of transforms
Today
Merge from satellite_crash
Today
Merge from main
Today
Merge: from server_player_refreshcolliders_optim (previously jobs3_...) - Optim: avoid water queries when refreshing connected player colliders Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
Today
Optim: use cached swimming results instead of new water queries when refreshing player's collider Tiny savings(~1 micro per player), but every bit helps Tests: ran around craggy, went swimming, crouched - saw collider gizmo size change
Today
Make the 4x multiplier a convar. Codegen.
Today
monument blocker vent - setup entity, updated manifest
Today
Increase the size of the billboard 4x over phase1. Add perspective compensation to billboard so it doesn't appear larger in the corners of screen.
snapping_fixes -> main
Fix issues with vertical barrel snapping
Today
Clean: refactor ConnectedPlayersUpdate into batched blocks Makes it easier to see at a glance where our time is spent in profiling snapshots Tests: ran around on craggy
Today
Update Rust.CodeAnalyzer - bring back .editorconfig list as a secondary way of marking methods as non caching - fall back to allow tagging unity / third party methods that we can't easily add the attribute to, like GameObject.GetComponentsInChildren<T>(List<T>)
Today
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Today
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Today
Add SatelliteRenderProxy to fake render the satellite model when it is out of draw distance. Remove lods from FX. Delete old satellite billboard prefab. (now contained in satellite itself)
Today
Merge from BDU_set_and_bowless_phys_impact_fix
Today
Remove some lods from satellite for now
Today
phys impacts sound fix
Today
Glass AR - split worldmodel FBX, fixed wm magazine LODs, added mag to viewmodel prefab for testing
Today
merge from inventory_playerquality
Today
Added ui.inventoryplayerquality to controls the quality of the player preview in the inventory. Set to 1 by default, matches what we had before the player model update Added it to the options menu, tied to the graphics presets too
Today
Add satellite.descent_angle to control entry angle. Push satellite origin further out x,z so it moves through the sky more horizontally.
Today
Added .gitattributes file for RRP repo
Today
wip, stage 1 now slowly moves through the sky at extreme distance (but rendered as a tiny, close billboard) before switching the stage 2 model display and crash to ground.
Today
Metas from main
Today
Converted debug pass line endings from CRLF to LF
Today
merge from attachment_charms
Today
Select attachment -> Select accessory