reporust_rebootcancel

134,140 Commits over 4,444 Days - 1.26cph!

15 Days Ago
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
15 Days Ago
Merge from apartment complex to bring work over
15 Days Ago
WIP on industrial barricades before switching branches
15 Days Ago
apartment complex s2p
15 Days Ago
deploy updates on 3p animation content
15 Days Ago
merge from PlayerRigUpdate2
15 Days Ago
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
15 Days Ago
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
15 Days Ago
Charity plushies setup
15 Days Ago
Merge from main
15 Days Ago
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
15 Days Ago
Show time remaining for rent in the vending machine storage loot panel
15 Days Ago
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
15 Days Ago
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
15 Days Ago
Fixed wanted posters clearing the name when entering the deep sea
16 Days Ago
Simplified the "Deployable Snapping" dropdown to just two buttons
16 Days Ago
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
16 Days Ago
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
16 Days Ago
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
16 Days Ago
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
16 Days Ago
RRP contact shadows
16 Days Ago
Cleanup prefab path
16 Days Ago
round up BDU projectile protection this time without a bunch of random shit changed
16 Days Ago
round up BDU projectile protection
16 Days Ago
█▉▅▊▋ ▄▄▄▆▌█▍
16 Days Ago
mp5 deploy update
16 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
16 Days Ago
update apartment_complex_monument/prototype
16 Days Ago
Deploy and shadow animation updates on rifles
16 Days Ago
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
16 Days Ago
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
16 Days Ago
Fixed guitare skin viewer framing
16 Days Ago
Fixed table skins not loading in the skin viewer
16 Days Ago
Ground floor mesh decals
16 Days Ago
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
16 Days Ago
Merge: from stringview_indexof_fix
16 Days Ago
Phrase update
16 Days Ago
Merge: from main
16 Days Ago
Initial attempt at a Train Ai that can patrol our existing rail network: - Based off the backend systems for Boat AI - Will reverse at dead ends - Will only work if theres a driver in the train car
16 Days Ago
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf Tests: ran unit tests, they pass
16 Days Ago
Update(tests): add a unit test case for StringView.IndexOf failing edge case Tests: test fails as expected
16 Days Ago
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
16 Days Ago
Apartments compelx communal areas progress Ground floor lobby dressing and lighting
16 Days Ago
fix underwater post processing not working in proc map
16 Days Ago
Flare fix
16 Days Ago
Fixed issue allow random position to fall outside of the targeting radius. Reworked to also be more random and less weighted around center of targeting radius.
16 Days Ago
Cherrypick 152932, 153053, 153256, 153278, 153279 onto new branch
16 Days Ago
merge from main -> apartment_complex_monument
16 Days Ago
merge from main -> PlayerMaintainedMonuments
16 Days Ago
DLC industrial light recovery. Fixed skewed tones.