reporust_rebootcancel

155,209 Commits over 4,536 Days - 1.43cph!

1 Year Ago
Merge from monument_notification_sounds
1 Year Ago
Increment network protocol for new RPC's
1 Year Ago
Bug fix for a selection of player update animations
1 Year Ago
Merge: from main
1 Year Ago
Restore changes
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
commit of annoying material list that keep modifying until committed
1 Year Ago
FC2 scene to prefab
1 Year Ago
disabling lightgroupattime throughout for now
1 Year Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
1 Year Ago
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1 Year Ago
merge from dome_diesel
1 Year Ago
2 Dome diesel spawns moved to puzzle
1 Year Ago
commit of annoying material list that keep modifying until committed
1 Year Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
1 Year Ago
subtract 132375 132374
1 Year Ago
subtract 132376 merge from monument_notification_sounds
1 Year Ago
merge from monument_notification_sounds
1 Year Ago
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1 Year Ago
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1 Year Ago
merge from satdish_puzzle
1 Year Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
1 Year Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
1 Year Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
1 Year Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
1 Year Ago
More spawning
1 Year Ago
merge from modding_cui_merges -> main
1 Year Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
1 Year Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
1 Year Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
1 Year Ago
merge from main -> modding_cui_merges
1 Year Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
1 Year Ago
merge from fix_puzzle_reset_analytics -> main
1 Year Ago
Fix puzzle analytics having "Submit()" commented out. whoops
1 Year Ago
Spawning
1 Year Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
1 Year Ago
merge from main -> test_effect_quality
1 Year Ago
Codegen
1 Year Ago
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
1 Year Ago
Finalized sculpt
1 Year Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
1 Year Ago
Fix NRE in Indirect Instancing debug overlay
1 Year Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
1 Year Ago
Buoys spawned closed to the entrance portal Some cleanup, baseline for climate effects when crossing the portals
1 Year Ago
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
1 Year Ago
Make username optional field since it's not included anymore
1 Year Ago
Optimize turret & TC to use HashSet<ulong> instead of List<PlayerNameID> - makes it faster for them to check auth - protobuf data still uses PlayerNameID but only saves steam id for backwards compatability