reporust_rebootcancel

144,124 Commits over 4,413 Days - 1.36cph!

Yesterday
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
Yesterday
Added error handling when cleaning up temporary map files upon cancelling the download Temporary map file names now use unique GUIDs
Yesterday
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
Yesterday
Merge from main
Yesterday
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Yesterday
Merge: from main
Yesterday
Merge: from pm2
Rin
Yesterday
merge from save285 - Staging wipe!
Yesterday
Codegen
Yesterday
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
Yesterday
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
Yesterday
Merge from main
Yesterday
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
Rin
Yesterday
network++ save++ persistance++
Yesterday
fixed BDU protection values switched
Yesterday
commiting a bunch of meta files plastic moaning about
Yesterday
ballistic armor condiction pass
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Merge from tutorial_animator_fixups
Yesterday
Delete some more deprecated components
Yesterday
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
Yesterday
Hardcode drop_item gesture to 1s as it's now faster
Yesterday
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Yesterday
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
Yesterday
New rear turret IK curves
Yesterday
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
Yesterday
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
Yesterday
illuminated buttons; - ran manifest
Yesterday
illuminated buttons; - rebuilt as prefab variants - updated colour swap lookup entries
Yesterday
WIP using base color brightness instead of base color tint
Yesterday
Merge from main (no conflicts)
Yesterday
Fixes
Yesterday
Merge from main
Yesterday
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers
Yesterday
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Yesterday
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Yesterday
merge from beenie_deformhair_enum
Yesterday
midlength capmask update
Yesterday
riot helmet uses beanie deformhair
Yesterday
More beanie conditional meshes
Yesterday
Updated appropriate headwear to use beanie deformhair
Yesterday
mid-length beanie conditional setup
Yesterday
set up weapon charms on bowless_crossbow and m16a2
Yesterday
unity 6 VolumeManager fixes
Yesterday
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Yesterday
merge from main
Yesterday
charms meta files