reporust_rebootcancel

126,678 Commits over 4,109 Days - 1.28cph!

2 Years Ago
Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
2 Years Ago
Some more deployables
2 Years Ago
Convert a bunch of deployables
2 Years Ago
Convert landmine to rendererlod
2 Years Ago
Fixed bug in shadows w/ alpha cutout
2 Years Ago
Support importing MeshLOD into InstancedMeshFilter
2 Years Ago
Fix getting player auth token after steamworks SDK upgrade
2 Years Ago
Fix embrasure instanced rendering missing. add instanced rendering to large box
2 Years Ago
Small/medium surface
2 Years Ago
Compile fix
2 Years Ago
Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Disable work shop skin applying since MeshRenderers are removed
2 Years Ago
Cleaned away the black haloing around the ripple fx texture atlas. Scene backup & related mats.
2 Years Ago
Client compile fixes
2 Years Ago
Fix foundation floor not showing
2 Years Ago
Merged the valve mesh to oiljack_arm for animation
2 Years Ago
Merge from nexus
2 Years Ago
merge from experimental - RC
2 Years Ago
merge from main
2 Years Ago
Implement removing mesh (again) Update virtualMeshId when allocating larger section for a grid
2 Years Ago
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
2 Years Ago
More skeleton of texture atlas stuff
2 Years Ago
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material Various fixes
2 Years Ago
merge from main
2 Years Ago
merge from save239
2 Years Ago
Explosives on Tugboat now work the same way as explosives on buildings. A timed explosive on a door doesn't do splash damage to the boat, and a timed explosive on the boat doesn't damage the door.
2 Years Ago
merge from main
2 Years Ago
merge from save239
2 Years Ago
Feedback fixes for the old tv consistent fbx mesh data name set layer to world added the missing collision adjusted culling distance added prefab variants on/off
2 Years Ago
better shadow proxy picks for static cars
2 Years Ago
Couple of non-weapon test item setups. Increased random rotation.
2 Years Ago
Apply some slight random rotation when spawning items in take only mode. Don't show placement ghosts in take only mode.
2 Years Ago
Basics of "take only" mode.
2 Years Ago
Ignore "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported" log
2 Years Ago
merge from experimental
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
merge from save239
2 Years Ago
merge from weapon_racks
2 Years Ago
merge from mfm_errors, seems ok
2 Years Ago
merge from main with a ton of plastic errors?
2 Years Ago
Add global.showemojierrors for debugging
2 Years Ago
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2 Years Ago
Merge from save239
2 Years Ago
Added useCollisionPositionInsteadOfTransform and minimumRigidbodyImpactWeight fields to PhysicsEffects component to better handle effect sfx on large entities like the tugboat useCollisionPositionInsteadOfTransform should be enabled on large objects that could get hit from multiple angles while stationary (enabled on tugboat) minimumRigidbodyImpactWeight allows us to prevent rigidbodies below a certain weight from triggering impact sfx, set to 5.5 on the tugboat to prevent dropped items from playing the boat impact sfx
2 Years Ago
Unsaved change from 84454
2 Years Ago
Hooked up Petur's tugboat damage FX. Disabled the Fire Lights for now until I have a way to turn them on and off properly.
2 Years Ago
Updated the UI tooltip for "occupied" sleeping bag to now include underwater as a possibility