reporust_rebootcancel

145,580 Commits over 4,444 Days - 1.36cph!

4 Days Ago
Play a sound when you toggle the flash mode on the camera
4 Days Ago
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
4 Days Ago
Configured bloom settings for all RRP volumes
4 Days Ago
merge from fix_baseentity_query_nre -> main
4 Days Ago
monument blocker vent - renamed collision meshes, removed non-entity object
4 Days Ago
Added support for BRP bloom in RRP
4 Days Ago
When taking a picture show a black screen if you're not using flash and a white screen if you are
4 Days Ago
Fixed camera flash being off to the right
4 Days Ago
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case) - also improvements to FrameUpdate overhead
4 Days Ago
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4 Days Ago
initial folder setup
4 Days Ago
merge from sprinting_footsteps_update
4 Days Ago
merge from player_corpse_no_buoyancy_assigned_fix
4 Days Ago
merge from bowless_crossbow
4 Days Ago
merge from parent_projectile_validation_on_default
4 Days Ago
Optim: ServerCachePlayerInfo - avoid transform access when recaching player center Tests: none, trivial change
4 Days Ago
merge from clothing_mannequin_wearable_fix
4 Days Ago
merge from vending_purchase_clamping_fix
4 Days Ago
merge from demo_window_auto_refresh
4 Days Ago
merge from pool_analyzer_non_caching_methods
4 Days Ago
Deleted FrogBoots_Charm_Old, seems to no longer be used anywhere
4 Days Ago
Stripped bind subsurface profile components from all charms (inherited from basecharm) Deleted FrogBootRubber SSP
4 Days Ago
merge from attachment_charms
4 Days Ago
Fixed Attachment.UpdateVisibility NRE
4 Days Ago
merge from main
4 Days Ago
Toggle the charms MeshCull components instead of changing the distance when switching to viewmodel mode
4 Days Ago
Bugfix: separate position-dependent and other player state caching It was possible that for a couple frames cached player state would be incorrect Tests: none
4 Days Ago
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons Add Throwing support
4 Days Ago
Subtracted 154204
4 Days Ago
Merge from satellite_crash
4 Days Ago
Compile fix
4 Days Ago
The Demos window refreshes automatically when opened so you dont have to press the refresh button every time
4 Days Ago
Add simple demo loot room to powerplant locked behind a powered powergrid Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
4 Days Ago
Merge from main
4 Days Ago
Merge from satellite_crash
4 Days Ago
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4 Days Ago
Add control computer to launch site.
4 Days Ago
monument blocker - vent - updated manifest
4 Days Ago
Bumped skin viewer viewmodel camera near clip plane to 0.05, fixes clipping with ak handle
4 Days Ago
Add control computer static variant. Immortal, no monument info, no pickup, etc.
4 Days Ago
Fix compile error
4 Days Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
4 Days Ago
apartment_complex_core prefab refactoring, organising set dressing groups per floor simplified some props prefabs to reduce amount of transforms
4 Days Ago
Merge from satellite_crash
4 Days Ago
Merge from main
4 Days Ago
Merge: from server_player_refreshcolliders_optim (previously jobs3_...) - Optim: avoid water queries when refreshing connected player colliders Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
4 Days Ago
Optim: use cached swimming results instead of new water queries when refreshing player's collider Tiny savings(~1 micro per player), but every bit helps Tests: ran around craggy, went swimming, crouched - saw collider gizmo size change
4 Days Ago
Make the 4x multiplier a convar. Codegen.
4 Days Ago
monument blocker vent - setup entity, updated manifest
4 Days Ago
Increase the size of the billboard 4x over phase1. Add perspective compensation to billboard so it doesn't appear larger in the corners of screen.