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134,032 Commits over 4,444 Days - 1.26cph!

Yesterday
Updated all the volumes profiles for RRP that required auto exposure
Yesterday
Add support for real windows notifications
Yesterday
axisFromEdge lookup instead of computing it from the stride
Yesterday
Fix motion vectors from skinned meshes
Yesterday
WIP. Play windows notification sound and flash icon when the player has fully loaded into play state (loading screens gone, ready to play)
Yesterday
Metas
Yesterday
Comment cleanup
Yesterday
Added support for SRP's camera history API and added auto exposure to RRP
Yesterday
array length correction
Yesterday
Same for SatelliteCrash
Yesterday
main -> game_room_dlc
Yesterday
Splitting to partials
Yesterday
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
Yesterday
Merge: from servercacheplayerinfo_optim - Optim: reduce the amount of state we recache every frame - Bugfix: fix some state being out of date by half-a-frame Tests: unit tests + playing on craggy
Yesterday
Misc cleanup
Yesterday
Merge: from main
Yesterday
Merge from refactor
Yesterday
Merge from main
Yesterday
Monument info popup progress, polished the framing and buttons flow
Yesterday
smallbackpack WM setup
Yesterday
merge from main
Yesterday
shadow proxy polish on apartment complex b corner module removed some stray floating props shadow casting optimizations on set dressing inside apartment complex b enabled r/w on some pipe segments left out by batching
Yesterday
apartment complex S2P
Yesterday
apartment complex wing prefab tweaks shadow casting off on rooftop barriers
Yesterday
removing left over greybox from apartment core prefab
Yesterday
Fixed greybox fridge for final art in damaged wing prefab, also further optimizations to props shadow casting there
Yesterday
fixed statue collider import options
Yesterday
Fixed subway town square collider Fixed terrain opacity map near subway entrance
Yesterday
Auto fill monument info scriptables based on whats inside the monument prefab
Yesterday
Merge from shield_disconnect_fix
Yesterday
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects Replaced the singleton access in disconnect of the map screen and death screen Fixed shield leaving power bar on screen when player disconnects
Yesterday
Typo fix
Yesterday
Upgrade SSAO to new render pipeline API Replace RenderPasses with RasterPasses and BlitPasses Replace commandbuffer SetGlobals with material setters Use RenderAttachment and UseTexture workflow
Yesterday
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Yesterday
Added framework for blocking some items in rentable store inventory
Yesterday
Merge from demo_cfg_frame_0
Yesterday
Adjust timing so this runs after replicated vars are applied
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Don't run the sprint sub system on npc's
Yesterday
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Yesterday
Merge from melee_subsystem_weapons
Yesterday
Some more mild sub system editor speed ups
Yesterday
Bring in both arms on the attack state
Yesterday
Fixed SetParameterLerpAnimatorBehaviour not working
Yesterday
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
Yesterday
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Yesterday
Merge from parent
Yesterday
Removed on phone animator state and parameter (now handled by subsystems)
Yesterday
Merge from main
Yesterday
Merge from phone_handle_fix