reporust_rebootcancel

144,619 Commits over 4,444 Days - 1.36cph!

Yesterday
merge from PlayerRigUpdate2
Yesterday
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Yesterday
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
Yesterday
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
Yesterday
Charity plushies setup
Yesterday
Merge from main
Yesterday
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
Yesterday
Show time remaining for rent in the vending machine storage loot panel
Yesterday
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
Yesterday
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
Yesterday
Fixed wanted posters clearing the name when entering the deep sea
Yesterday
Simplified the "Deployable Snapping" dropdown to just two buttons
Yesterday
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)
Yesterday
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
Yesterday
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
Yesterday
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
Yesterday
RRP contact shadows
Yesterday
Cleanup prefab path
Yesterday
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Yesterday
round up BDU projectile protection this time without a bunch of random shit changed
Yesterday
round up BDU projectile protection
Yesterday
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Yesterday
mp5 deploy update
Yesterday
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Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
update apartment_complex_monument/prototype
Yesterday
Deploy and shadow animation updates on rifles
Yesterday
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
Yesterday
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
Yesterday
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Yesterday
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Yesterday
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Yesterday
Fixed guitare skin viewer framing
Yesterday
Fixed table skins not loading in the skin viewer
Yesterday
Ground floor mesh decals
Yesterday
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
Yesterday
Merge: from stringview_indexof_fix
Yesterday
Phrase update
Yesterday
Merge: from main
Yesterday
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
Yesterday
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
Yesterday
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Yesterday
Update(tests): add a unit test case for StringView.IndexOf failing edge case Tests: test fails as expected
Yesterday
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
Apartments compelx communal areas progress Ground floor lobby dressing and lighting