reporust_rebootcancel

142,630 Commits over 4,413 Days - 1.35cph!

Yesterday
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
Yesterday
Fix hole Remove with swapback for transform instance data
Yesterday
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Yesterday
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Yesterday
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
Yesterday
Fixed wrong item id on ballistic vest
Yesterday
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
Yesterday
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
Yesterday
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Yesterday
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
Yesterday
fix player_model changes stomped in merge
Yesterday
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
Yesterday
Memory cell evaluator
Yesterday
Root combiner distributes drain evenly on batteries connected to its inputs
Yesterday
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Yesterday
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Yesterday
Evaluator refactoring
Yesterday
Some tooltips
Yesterday
Merge from auto_particle_cinematics
Yesterday
Compile fix
Yesterday
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Yesterday
Branch and blocker evaluators Some cleanup and fixes
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
2 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
2 Days Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
2 Days Ago
Unity 6.3.15f1
2 Days Ago
Merge from unity_6.3.11
2 Days Ago
Finalized D. B fixes. Scene backup.
2 Days Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
2 Days Ago
Various D fixes.
2 Days Ago
Cleaned C and set correct layers.
2 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
2 Days Ago
Shifted a sign for render order purposes.
2 Days Ago
Fix item pooling error when demo scrubbing (copying over flavien's changes)
2 Days Ago
Finalized A/B
2 Days Ago
Some reserialized metas
2 Days Ago
Updated some legacy input code to use the new input system
2 Days Ago
mosaic from previous hackweek
2 Days Ago
Lights only at night. More B fixes.
2 Days Ago
Layer fix
2 Days Ago
Merge fixes
2 Days Ago
Refactored stuff for the layer warning.
2 Days Ago
Merge from main
2 Days Ago
Subtracting dont_bake_on_load
2 Days Ago
Renamed Pie partial class file
2 Days Ago
merge from main
2 Days Ago
First floor fix