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141,434 Commits over 4,383 Days - 1.34cph!

Today
Add orchid wind disabled materials
Today
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Today
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Today
Apply lower LOD materials to hemp prefabs
Today
Make wind disabled versions of hemp materials
Today
industrial garage door; - texture updates still wip
Today
Assign wind disabled version of material to lower LODs and disable motion vectors on them
Merge from 3p_spectator_improvements
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
Today
Industrial Storage - texture update
Today
Make lower LOD material variants of the berry plants with wind disabled
Today
updated 3p c4 holdtype run/jog clips so they play correctly
Today
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
main -> server_browser_update_2
Today
merge from cpu_batching_submesh -> main
Today
Fix merge conflicts on meshCache submeshes
Today
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
binoculars_ui_refresh -> main
Today
Merge from main
main -> binoculars_ui_refresh
- Change rangefinder palette to white - Fix dodgy material
Today
Added Freestanding Sink Prop Models and Textures Setup Freestanding Sink Prop Folders, Prefabs, Materials, Colliders and LODS Removed Old Freestanding Sink Prop Blockout Model
- Further shader improvements - Added scratch and lens dirt - Styled rangefinder - Seperate out new font material - Further minor changes
Today
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
Today
Updating ghost sheet skinning
Today
Salvage cleaver animation updates
Today
Mortar anim updates, IK hand fix and viewmodel camera animations
Today
Updated wip floorpapers, icons, textures. Updated skins list, manifest, localization
Today
merge from automated_testing
Today
Autoturret tests cleanup and fixes
- New supress HUD system - Supress HUD whilst you have it out - Add clicks that correspond to distance - Hide crosshair - Shader fixes and improvements
Today
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
Today
merge from main
Today
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
Today
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
Today
set crouch n ne and nw speed to 1 in player controller animator and exported wip crouch anims
Today
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Today
HBHF sensor tests fixes
Yesterday
merge mortar_prototype
Yesterday
Fix mortar compile error
Yesterday
merge from hbhf_power_fix
Yesterday
merge from automated_testing
Yesterday
Wait for Application.isLoading to be false before starting test on cold boot and batch mode SendNetworkUpdate early returns when Rust.Application.isLoading is true
Yesterday
Fixed HBHF sensor retaining its detection state if powered off while detecting someone
Yesterday
merge from gamephysics_schedule_improvements
Yesterday
- Revert MitigateSphereCapsuleCommands - Remove JobsSkipLocalQueue convar (shouldn't need it) - gamephysics/antihack consistency tests pass
Yesterday
main -> binoculars_ui_refresh
Yesterday
merge from mortar_prototype
Yesterday
Fix occlusion popping on mortar, add condition loss on shot
Yesterday
Merge from workbench_upgrades