reporust_rebootcancel

138,488 Commits over 4,505 Days - 1.28cph!

37 Days Ago
merge from wallpaper_deploymismatch_fix
37 Days Ago
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint. Some basic whitebox layout for the control room
37 Days Ago
Fixed wallpaper construction switching mismatch
37 Days Ago
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
37 Days Ago
halloween costume mat setup
37 Days Ago
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
37 Days Ago
halloween costume prefab conditionals
38 Days Ago
LOD stages for stacked desks monument blocker
38 Days Ago
viewmodel settings fixes
38 Days Ago
Viewmodel for halloween costume
38 Days Ago
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
Rin
38 Days Ago
merge from ClanActionResult_leak
Rin
38 Days Ago
merge from bannotification_date_fix
Rin
38 Days Ago
merge from raidwindow_convar_fix
Rin
38 Days Ago
merge from skinviewer_charms_fix
40 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
40 Days Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
40 Days Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
40 Days Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
40 Days Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
40 Days Ago
Cache estimated velocity in position lerp
40 Days Ago
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
40 Days Ago
Added wallpapers support to the skin viewer
40 Days Ago
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
40 Days Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
40 Days Ago
merge from cui_fadeout_fix
40 Days Ago
Another potential fix to CUI fadeout Invoke not firing Reverted previous attempts
40 Days Ago
Bugfix: ensure rendering camera is facing same direction as apt cctv camera Tests: rented 602, looked into it - more stuff rendered
40 Days Ago
Founders Door - texture update, lods, icon
40 Days Ago
Fix code files affected by the asset subtract
40 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
40 Days Ago
Merge: from main
40 Days Ago
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
40 Days Ago
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
40 Days Ago
Codegen
40 Days Ago
Fix raid window convars not persisting after restart
40 Days Ago
Try doing it in post load
40 Days Ago
Added materials for the Rubble on Barrels monument blockers
40 Days Ago
merge from cui_fadeout_fix
40 Days Ago
Possible fix for CUI fadeout not working
40 Days Ago
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
40 Days Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
40 Days Ago
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
40 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
40 Days Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
40 Days Ago
Flare rig assigned materials update
40 Days Ago
Updating flare mesh
40 Days Ago
merge from main
40 Days Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
40 Days Ago
merge from main