reporust_rebootcancel

155,200 Commits over 4,536 Days - 1.43cph!

Today
merge from main
Today
merge from halloween_costume
merge from main
Resized the last few remaining LOD textures
Today
Fixing crossbow arrow head rotation
Today
Fixed the Forward+ shadow and attenuation for directional lights
Today
Fixed the light attenuation for the Forward+ path
Today
merge from main
More LOD texture optimizations Rebaked some textures and adjusted LOD distances
Today
Removed the GetAdditonalLight method, as that causes register pressure by returning a struct of light data that isn't needed right away in the shader
Today
- anim updates - updated left Ik position
Today
merge from animal_fencing_v2
Today
Merge: from main
Today
Merge: from mt_snapshot_saving - Bugfix for accessing null buffer on non-main thread Tests: booted to Craggy
Today
Bugfix: ensure thread-static buffer is initialized on all threads Tests: booted into craggy
Today
Merge: from main
Today
Changed from Array of Structs to Struct of Arrays for the additional light data in the Deferred+ lighting shader to reduce register pressure
Today
fixed lamb fleece not appearing at LOD0-1. added new LambWool asset. updated sheeptrait tester to allow fleece LOD testing. updated lamb prefab to use the lambwool.asset.
Yesterday
Updated textures sheep textures to have a glassy eye texture, and masks to allow tinting. Updated the sheep_white material.
Yesterday
Merge from rrp_explosion_overlay_fix
Yesterday
Add MinimumIntensity to explosions overlay to stop lingering effects
Rin
Yesterday
Added Animal Fence and Gate to T1 tech trees Aldded biofuel generator to Hardcore and Primitive
Yesterday
Batch update UI prefabs with RRP grabpass/blur setup
Rin
Yesterday
subtract 165735
Yesterday
biofuel_generator -> main
Yesterday
Emulate UI grabpasses on RRP with Canvas hooks using sort order
Yesterday
fix wacky hand rotation
Yesterday
Fix SoundManager accumulating scheduled sounds past their start time (potentially forever, in some scenarios?)
Yesterday
main -> biofuel_generator
Rin
Yesterday
merge from footstep_ocean_level_fix
Yesterday
Fixed footstep splash effects playing at original water level when water level has been lowered
Yesterday
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Yesterday
Created new Crab_Media, a prefab that drives crab movement in the shader based on transform movement Ideal for timeline usage Required some minor changes to the critter shader
Yesterday
Fixed missing strings for crab_single Added some stub client RPC's to fix the missing RPC spam
Yesterday
merge from fix_sentry_branch_upload -> main
Yesterday
Add setting for automatically closing entire inventory menu when moving away from a loot container rather than switching to quick craft
Yesterday
Fixed IconRender not applying workshop skins in SERVER+CLIENT 163749 stopped the Steam server starting without a ServerMgr, so WorkshopSkin.Apply bailed silently
Yesterday
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Yesterday
- set deployed to one hand ik - updated generator anims - added 3p wip anim - set up generic mount subsystem on stirmount prefab
Yesterday
- increase the tail log upload from 100KB -> 250KB - when uploading crashes without a user ID (super early crashes OR old crashes) then use the current steam id (it's almost certainly going to be the same as when the crash happened)
Yesterday
merge from main
Yesterday
Tests
Yesterday
Fix incorrectly tagging release crashes as staging - will now upload crashes as "unknown" branch if they are untagged (aka old crashes) instead of tagging everything as staging - remove "release" tag that was passed through code, instead put the release / staging tag directly into the crash marker - fix failing to parse for the crash marker if timestamps are enabled in the logs - output crash marker earlier so early crashes can still be tagged correctly - fix userid / steamid not being set early enough either
Yesterday
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Yesterday
Assigned all frog sounds into the anims 🐸
Yesterday
don't render water or volumetric clouds when underground
Yesterday
Missing textures and gib additions from last checkin - oops.
Yesterday
Bradley Flatbed LOD material texture additions Gibs setup
Yesterday
Even more LOD texture optimizations
Yesterday
Fix ViewmodelLower lowering persisted viewmodels causing them to render incorrectly