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129,219 Commits over 4,140 Days - 1.30cph!

6 Days Ago
added dryfire ads anim, anim event & updated animator
6 Days Ago
Found another double rendering issue in MeshCull
6 Days Ago
Added the scene to SceneLoader so it appears in Editor scenes dropdown menu. Renamed scene to CharacterAnimationAndSkinViewer
6 Days Ago
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
6 Days Ago
Merge from ambient_lighting_fixes
6 Days Ago
edited m15 admire animation so the gun is further away and gloves do not clip. Also removed the creepy finger animation from semipistol idle anim and turned anim compression off so the gun doesnt sway in the hand.
6 Days Ago
Fixed the indirect lighting issue with cameras that are rendered via script
6 Days Ago
Copied legacy script's Camera setup so ironsights ADS, screen shake and animation camera rotations work as expected
6 Days Ago
disable biome/atmosphere fog when in Underground environment, bring in black underground fog when in NoSunlight/TrainTunnels
6 Days Ago
better BC defaults, natural gravity and disabled collision
6 Days Ago
Merge from main
6 Days Ago
adjust weather profile ambient/reflection mults to not darken interiors as much
6 Days Ago
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
6 Days Ago
Create getter and setter methods we can give to the weaver
6 Days Ago
Fixed rogue pixels in the bulb emissive texture
6 Days Ago
String light bulbs are now combined together into a single mesh
6 Days Ago
Clean: mark with comments when each player cache is last updated Tests: none, trivial change
6 Days Ago
Make a public caller method to get around partial methods with access modifiers requiring an implementation
6 Days Ago
Pivot, lets do this the most cheaty way imaginable since I cant do two passes with source generator: CodeGen out some stub methods and emulate the SyncVar inside the EntityComponent Setup SyncComponent attribute so we can control it Wire up setting in a way that makes it believable to be a SyncVar
6 Days Ago
Update: remove CachedState.IsValid - it was misleading and unnecessary Reimplemented logic that used to rely it to instead rely on nullable values Tests: editor compiles
6 Days Ago
Update: move CachedStates growth to ServerUpdateParallel - also using zeroed memory to have sensible defaults for users that haven't yet being processed Makes it clearer that they are in sync with playerCache Tests: none, trivial change
6 Days Ago
prison update
6 Days Ago
security prison progress
6 Days Ago
Merge: from main Tests: editor compiles
6 Days Ago
Set GPU instancing on materials
6 Days Ago
Tweaked fairy light line mesh width to fix the weird line corners Removed some placeholder materials
6 Days Ago
Enable Read/Write for nature assets
6 Days Ago
merge from main
6 Days Ago
codegen phrase checks
6 Days Ago
updated the security spotlights lods
6 Days Ago
Fix camera position not updating when recentering map view
6 Days Ago
applied cinematic materials to ejector seat for merge
6 Days Ago
Enabled GPU instancing on fairy light bulb material
6 Days Ago
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6 Days Ago
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6 Days Ago
update from naval_update
6 Days Ago
Setup ghost ships with simpler buoyancy, remove them from auto spawn for now.
6 Days Ago
Upon first time opening map automatically centre on player
6 Days Ago
Merge from main
6 Days Ago
merge from main
6 Days Ago
Added pilot suit in the general store hazmat category Updated pack description
6 Days Ago
Merge: from main
6 Days Ago
(Test) set all meshes isReadable=0
6 Days Ago
Stop interaction toast clipping Setup button max sizes
6 Days Ago
Optim: use cached pos to avoid transform access Tests: none, trivial change
6 Days Ago
merge from main
6 Days Ago
(Test) set all meshes isReadable=0
6 Days Ago
Revert library setting
6 Days Ago
Remove top level token debug
6 Days Ago
Ensure map name is sanitised properly in streamermode