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145,812 Commits over 4,444 Days - 1.37cph!

Today
Added support for SRP's camera history API and added auto exposure to RRP
Today
array length correction
Today
Same for SatelliteCrash
main -> game_room_dlc
Today
Splitting to partials
Today
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
Today
Merge: from servercacheplayerinfo_optim - Optim: reduce the amount of state we recache every frame - Bugfix: fix some state being out of date by half-a-frame Tests: unit tests + playing on craggy
Today
Misc cleanup
Today
Merge: from main
Today
Merge from refactor
Today
Merge from main
Today
Monument info popup progress, polished the framing and buttons flow
smallbackpack WM setup
Today
merge from main
Today
shadow proxy polish on apartment complex b corner module removed some stray floating props shadow casting optimizations on set dressing inside apartment complex b enabled r/w on some pipe segments left out by batching
Today
apartment complex S2P
Today
apartment complex wing prefab tweaks shadow casting off on rooftop barriers
Today
removing left over greybox from apartment core prefab
Today
Fixed greybox fridge for final art in damaged wing prefab, also further optimizations to props shadow casting there
Today
fixed statue collider import options
Today
Fixed subway town square collider Fixed terrain opacity map near subway entrance
Today
Auto fill monument info scriptables based on whats inside the monument prefab
Today
Merge from shield_disconnect_fix
Today
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects Replaced the singleton access in disconnect of the map screen and death screen Fixed shield leaving power bar on screen when player disconnects
Today
Typo fix
Today
Upgrade SSAO to new render pipeline API Replace RenderPasses with RasterPasses and BlitPasses Replace commandbuffer SetGlobals with material setters Use RenderAttachment and UseTexture workflow
Today
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Today
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Today
Added framework for blocking some items in rentable store inventory
Today
Merge from demo_cfg_frame_0
Today
Adjust timing so this runs after replicated vars are applied
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Don't run the sprint sub system on npc's
Yesterday
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Yesterday
Merge from melee_subsystem_weapons
Yesterday
Some more mild sub system editor speed ups
Yesterday
Bring in both arms on the attack state
Yesterday
Fixed SetParameterLerpAnimatorBehaviour not working
Yesterday
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
Yesterday
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Yesterday
Merge from parent
Yesterday
Removed on phone animator state and parameter (now handled by subsystems)
Yesterday
Merge from main
Yesterday
Merge from phone_handle_fix
Yesterday
Fixed phonebooth handset position as well
Yesterday
Add PNG sequence/MP4/Prores demo exporter
Yesterday
Add linear/cubic spline camera math utils/jobs
Yesterday
implement atmopshere volumes (bandit camp fog) in RRP
Yesterday
Add demo controls UI
Yesterday
Add Rust UTK - UI Toolkit based package that recreates most of the existing Rust UI elements.