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130,635 Commits over 4,171 Days - 1.30cph!

1 Year Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
1 Year Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
1 Year Ago
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
1 Year Ago
switched out prefab CompareTo to explicit implementation to avoid boxing
1 Year Ago
Animated variants
1 Year Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
1 Year Ago
CraggyIsland TopologyMap fixes
1 Year Ago
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1 Year Ago
Wallpaper page
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Fix editor only code being used outside of editor directives
1 Year Ago
merge from main
1 Year Ago
post-merge waterinfo query fix
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Add more weapons to editor combat loadout
1 Year Ago
Make targetting component more robust, make wolves react more believably when shot with long range weapons
1 Year Ago
merge DPV->world_update_2
1 Year Ago
Undo meta guid changes on wallpaper textures from previous merges
1 Year Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
1 Year Ago
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1 Year Ago
Merge from elevator_parenting (includes tunnel network layer visibility system)
1 Year Ago
Post merge formatting fixes
1 Year Ago
Network++ Save++
1 Year Ago
1 Year Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
1 Year Ago
merge FrontierHazmat->world_update_2
1 Year Ago
Update: pool.print_memory now allows to filter by T, case sensitie Will be useful in narrowing down leaks in a more precise fashion Tests: Ran the command with/without filter args
1 Year Ago
merge from world_update_2
1 Year Ago
merge from arabic
1 Year Ago
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly Fallback to TMP default font if the font loading failed
1 Year Ago
merge from store-ui-dlc-pages
1 Year Ago
Main Camera post merge prefab fix
1 Year Ago
WaterLevel post merge compile fix
1 Year Ago
Merge from main (this will likely need some post-merge fixes)
1 Year Ago
merge from wallpaper
1 Year Ago
Wallpaper commands minor additions: - Pick the random skin using the item skin list instead of using an hardcoded ID range - Check both the skin name and english display name during name recognition
1 Year Ago
Fix LOD errors
1 Year Ago
merge main->FrontierHazmat
1 Year Ago
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
1 Year Ago
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
1 Year Ago
merge main->dpv
1 Year Ago
Fixed floor spikes giibs spawning twice
1 Year Ago
Fixed large water catcher gibs incorrect materials
1 Year Ago
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues. Right hand aim now happens after the aim pose solver and before the left hand IK pass
1 Year Ago
Remove a runtime allocation (will still trigger in the editor for some tooling purposes) Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
1 Year Ago
Added ViewmodelAttachmentOverride component, can be added to the root of a viewmodel to override which transform is used when spawning a viewmodel Mostly for more precise scope placement
1 Year Ago
Set up GameobejctToggleState components on reload
1 Year Ago
Remove wallpaper_radius command Remove setwallpaper and removewallpaper commands in the ent command Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id) Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper Both of the above convars can now take -1 as a skin id and a random wallpaper will be used Added clear_wallpaper_radius, will remove any wallpapers in the given radius
1 Year Ago
Parent merge
1 Year Ago
Merge from main