reporust_rebootcancel

128,914 Commits over 4,232 Days - 1.27cph!

2 Months Ago
Optimized the crap outta the chandlier drawcalls. +related mesh and mat files.
2 Months Ago
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2 Months Ago
Lowered SSS further on blue tarps Medical bay dressing progress
2 Months Ago
Fix still wet after dying
2 Months Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
2 Months Ago
merge from canyon-fog-fix
2 Months Ago
drop off biome fog density under ocean level, fixes canyons being full of fog
2 Months Ago
spas12 viewmodel - added ads anim
2 Months Ago
Added collision to farm barge container shells. Replaced beach parasols with static versions.
2 Months Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
2 Months Ago
Fix impact effects on the mannequin only appearing near the feet
2 Months Ago
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2 Months Ago
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2 Months Ago
merge glass_fix_resourcerefs to main
2 Months Ago
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
2 Months Ago
Improve mannequin model part hiding with skin overrides
2 Months Ago
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
2 Months Ago
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
2 Months Ago
Jungle ak viewmodel - fix for ads dryfire
2 Months Ago
Merge fixes from /indirect_instancing
2 Months Ago
Rebase on /main
2 Months Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
2 Months Ago
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2 Months Ago
decor_lighting_dlc -> main
2 Months Ago
Deployable snapping for the table lamp
2 Months Ago
Deployable snapping for the Mannequin
2 Months Ago
Added snapping to the spotlight
2 Months Ago
Added snapping support to the two types of beanbag
2 Months Ago
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2 Months Ago
merge from decor_lighting_dlc/gameplaypass
2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
viewmodel chainsword update attack animation edits
2 Months Ago
merge from ui_mipmaps_fixes
2 Months Ago
Wheat icon mipmap group set to UI
2 Months Ago
merge from main
2 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
2 Months Ago
Merge: from main
2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
Fixed string lights with no wire slack looking terrible
2 Months Ago
More farm barge set dressing
2 Months Ago
Apply the stringpool fix to ~20 more entities
2 Months Ago
merge from main
2 Months Ago
Fixed fairy and string lights wire thickness causing issues when not using wire slack
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
Fixed deep sea spawning erroring on other scenes
2 Months Ago
Clean: Replace persistent native WaterFactorCache with transient native allocs This is slower, but it's not the hot path and it simplifies code and avoids polluting intellisense. Tests: ran unit tests
2 Months Ago
Disabled deep sea island spawning on that branch, its causing errors when entering play mode from other scenes than Craggy
2 Months Ago
merge fix_static_respawn_areas to main
2 Months Ago
Bugfix: UsePlayerUpdateJobs 1/2 - use world pos/rots when running water queries Previously it used local pos/transf, which was incorrect when parenting happened (excavator as example). Tests: jumped on excavator, validated that the water queries are running in the right location with UsePlayerUpdateJobs 2
2 Months Ago
Removed sound player on chandelier guide