reporust_rebootcancel

143,793 Commits over 4,413 Days - 1.36cph!

Update 145674 for the current codebase
Male body hair
Today
merge from rain_grace_fix
Today
Fix check
Today
Merge from main
Communal area cleanup
Today
m16a2 ao texture updates
Today
further RRP particle/billboard lighting
Today
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Today
Updates to jump W & E
Yesterday
Updated ragdoll limits. improved neck ragdoll and improved downed ragdoll behaviour.
Yesterday
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Yesterday
Merge: from main up to 152363
Yesterday
Update: Allow benchmark to stop after enough samples accumulated - converted PlayerModelBenchmarkScene to run till 1k sampels accumulated - support accumulated sample wraparound (explains weird results I saw previously) Tests: ran player benchmark
Yesterday
Merge from ide_warnings_fix
Yesterday
Fix some compiler warnings being flagged as errors in the IDE
Yesterday
merge from skinviewer_viewmodel
Yesterday
Fixed cart button drawing on top of fullscreen skin viewer
Yesterday
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P - Ensure all powergrid connected entities receive an initial state refresh upon being spawned
Yesterday
Updated 3p sap anims
Yesterday
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states - add a run per lod level with anims (bringing total to 12) In theory should break batching/reuse, but results are a bit too similar(editor overhead?) Tests: ran the scene
Yesterday
update protobufs for multiplayer support
Yesterday
merge from main
Yesterday
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Yesterday
updated BDU shirt fbx to fix clipping with vests. Added conditional meshes to prefabs.
Yesterday
preparing for multiplayer darts setup: convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface
Yesterday
Updating skinning for male underwear
Yesterday
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
Yesterday
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)
Yesterday
Fixed custom lighting staying enabled on top of vm lighting
Yesterday
Update: define player spawning via desired lod level rather than manually placing them Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level. Tests: checked triangle counts for every lod level, it falls as expected for every stage
Yesterday
Communal areas progress and some new textures
Yesterday
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer Cleanup
Yesterday
merge from fix_hemp_collectable_wind -> main
Yesterday
update apartment_complex_monument/prototype
Yesterday
adjusted torch BC controller position for better rotation adjustments
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Fixed missing face from Rentable Shop F exterior
Yesterday
cherry pick 149555 - BC simulation frame delta fixes
Yesterday
m16a2 textures update
Yesterday
BC pass on the industrial torch VM
Yesterday
Bugfix: convert bench durations from 120frames to 1s Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird. Tests: ran the bench scene
Yesterday
Yesterday
SetupPass: supply global_MainLightingAtten for particle/billboard shading
Yesterday
Merge from parent
Yesterday
Merge fixes
Yesterday
Cleanup Make sure its explicitly named/works with only parents Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need
Yesterday
Merge from main
Yesterday
edited 3p jump anims
Yesterday
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark - Purged it of original setup, instead controlled by a script New bench script spawns 100 nakeds at various LOD levels and measures rendering stats Tests: ran benchmark scene