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145,420 Commits over 4,444 Days - 1.36cph!

2 Years Ago
Restraint check
2 Years Ago
Set electrical heater light shadows type to hard (soft shadows were murdering performance)
2 Years Ago
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2 Years Ago
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
2 Years Ago
merge from searchlight_fixes
2 Years Ago
merge from relax_bounds
2 Years Ago
merge from invisibleplayers_fix
2 Years Ago
merge from bradleyvisual_merge
2 Years Ago
Burst upgrade 1.8.13 -> 1.8.15
2 Years Ago
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2 Years Ago
merge from electricalheater_fix
2 Years Ago
merge from wire_slacking
2 Years Ago
backup storage building large
2 Years Ago
Fixed electrical heater not deployable on armored wall hard side
2 Years Ago
player update. shovel entity updated so the shovel is held correctly on 3p animations
2 Years Ago
fix client defines
2 Years Ago
vm handcuffs - added hit anim - udpated animator - added anim events to attacks - organised folder - added effects folder & effects for events
2 Years Ago
Switch to BaseMelee
2 Years Ago
reworked shed support beam UVs for new texture
2 Years Ago
disabled animation on dpv
2 Years Ago
Added attack_hit_kidnapper (temp duplicate) and assigned in controller.
2 Years Ago
Trigger attack VM
2 Years Ago
fixed small gc alloc
2 Years Ago
updated vm handuffs animator to work with baseMelee setup
2 Years Ago
merge from main
2 Years Ago
Merge from main
2 Years Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
2 Years Ago
Server compile fix
2 Years Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
2 Years Ago
Global S2P with HLOD
2 Years Ago
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2 Years Ago
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene) Went through each monument looking for stragglers, some notable finds: -the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD -converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
2 Years Ago
Fixed sidecar bike pulling to the right
2 Years Ago
Improved sprint meter behaviour
2 Years Ago
Make bike sprinting actually go faster, increasing engine power and top speed
2 Years Ago
Update wooden_crate_e (and it's camo version) to MeshLOD
2 Years Ago
Fix the bike sidecar not sleeping and therefore keeping the whole bike awake
2 Years Ago
Merge from cine_entities
2 Years Ago
Changed material for cinelight_point_blue - now uses version which can be rendered on cyc walls and backdrops
2 Years Ago
Merge main -> Bikes
2 Years Ago
Fixed 'cinecyc_black' not being hidden with hideobjects command
2 Years Ago
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD S2P supermarket, NMS, bandit town, water treatment
2 Years Ago
Merge from main
2 Years Ago
Rerun fishing village A and C S2P
2 Years Ago
2 Years Ago
Merge from techtree_panel_improvements
2 Years Ago
merge from pipette_skin
2 Years Ago
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
2 Years Ago
'selectitem' command fixes/improvements: - wait for the MoveItem RPC to be completed before selecting the belt solt - if the item is present in the belt, just select it instead of moving it to the belt slot 0 - when moving the item from the inventory, take an entire stack instead of a single item
2 Years Ago
- Can now drag a stack of items onto another item in a container with a lower stack limit to swap them over. The item with too many will split itself and only carry over the amount that fits. The move will only fail now if there's no inventory space for the extra item. - Similarly, can now drag-swap admin-created items with more than the usual item's stack limit. The item will be split, but the swap move will now work successfully.