reporust_rebootcancel

138,698 Commits over 4,505 Days - 1.28cph!

11 Months Ago
Bug fix for a selection of player update animations
11 Months Ago
Merge: from main
11 Months Ago
Restore changes
11 Months Ago
Merge from main
11 Months Ago
commit of annoying material list that keep modifying until committed
11 Months Ago
FC2 scene to prefab
11 Months Ago
disabling lightgroupattime throughout for now
11 Months 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
11 Months Ago
merge from dome_diesel
11 Months Ago
2 Dome diesel spawns moved to puzzle
11 Months Ago
commit of annoying material list that keep modifying until committed
11 Months 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
11 Months Ago
subtract 132375 132374
11 Months Ago
subtract 132376 merge from monument_notification_sounds
11 Months Ago
merge from monument_notification_sounds
11 Months Ago
merge from satdish_puzzle
11 Months Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
11 Months Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
11 Months 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)
11 Months 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
11 Months Ago
More spawning
11 Months Ago
merge from modding_cui_merges -> main
11 Months Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
11 Months Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
11 Months Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
11 Months Ago
merge from main -> modding_cui_merges
11 Months Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
11 Months Ago
merge from fix_puzzle_reset_analytics -> main
11 Months Ago
Fix puzzle analytics having "Submit()" commented out. whoops
11 Months Ago
Spawning
11 Months 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)
11 Months Ago
merge from main -> test_effect_quality
11 Months Ago
Codegen
11 Months 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
11 Months Ago
Finalized sculpt
11 Months Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
11 Months Ago
Fix NRE in Indirect Instancing debug overlay
11 Months Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
11 Months Ago
Buoys spawned closed to the entrance portal Some cleanup, baseline for climate effects when crossing the portals
11 Months Ago
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
11 Months Ago
Make username optional field since it's not included anymore
11 Months 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
11 Months Ago
11 Months Ago
Apply oil rig changes via S2P Add support for different sounds for large/small oil rig
11 Months Ago
Merge cleanup
11 Months Ago
Merge from main
11 Months Ago
merge from naval_update/island_scenes
11 Months Ago
merge from main
11 Months Ago
Optimize BasePlayer.FindById() since it's used throughout the codebase - add Dictionary<ulong,BasePlayer> for online & offline players - speed up string search methods by first seeing if the string is a steam id & calling FindById() methods first
11 Months Ago
chainsaw sound updates