reporust_rebootcancel

142,645 Commits over 4,413 Days - 1.35cph!

Yesterday
Added baked config at register time Batteries are data based
Yesterday
Possible NRE fix
Yesterday
Pool table deployable
Yesterday
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
Yesterday
merge from mortar_prototype
Yesterday
Fix mortar animation handles not getting disposed of properly in demos
Yesterday
Splitter evaluator
Yesterday
blockout playground models from yesterday
Yesterday
some visual tweaks to bench_b
Yesterday
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
Yesterday
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
Yesterday
Full rebuild param handling from Jenkins end
2 Days Ago
Fixed charm picker not working when skins_access was set to 1
2 Days Ago
Merge from shot_dub_fixes
2 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
2 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
2 Days Ago
Fix hole Remove with swapback for transform instance data
2 Days Ago
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
2 Days Ago
Fixed wrong item id on ballistic vest
2 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
2 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
2 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
2 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
2 Days Ago
fix player_model changes stomped in merge
2 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
2 Days Ago
Memory cell evaluator
2 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
2 Days Ago
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2 Days Ago
Evaluator refactoring
2 Days Ago
Some tooltips
2 Days Ago
Merge from auto_particle_cinematics
2 Days Ago
Compile fix
2 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
2 Days Ago
Branch and blocker evaluators Some cleanup and fixes
2 Days Ago
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2 Days Ago
merge from main
2 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
2 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
3 Days Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
3 Days Ago
Unity 6.3.15f1
3 Days Ago
Merge from unity_6.3.11
3 Days Ago
Finalized D. B fixes. Scene backup.
3 Days Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
3 Days Ago
Various D fixes.
3 Days Ago
Cleaned C and set correct layers.
3 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged