reporust_rebootcancel

123,612 Commits over 4,171 Days - 1.23cph!

38 Days Ago
Chandelier - Replaced basemesh with baked lowpoly, corrected lightbulb positions
39 Days Ago
merge from new_menu2 - 127778 Fixed CUI not hidden when opening the main menu
39 Days Ago
Fixed CUI not hidden when opening the main menu
39 Days Ago
new_menu2 -> main
39 Days Ago
Add new toast types when you are kicked or banned
39 Days Ago
Fix issues with notification icon popping up whne it shouldn't be Remove rendundant code Added dedicated name support to store heros
39 Days Ago
Security speakers and spotlights
39 Days Ago
- render foreground atmosphere fog occlusion of clouds in reflection probe - fix mistake in atmosphere fog integration math causing it to appear darker than it should (fixes the ocean reflection discrepency, will need some retuning to compensate)
39 Days Ago
Setup Animations button in the bottom left to open a collapsable scroll view. Works harmoniously with the Items and Wearables select collapsable scroll view - animations button forces collapse of select scroll view, items/wearables button forces collapse of animations scroll view.
39 Days Ago
Update: work-in-progress task splitting for server's occlusion checks Rewrote the high level code to be able to run PlayerFound/Lost in batches on worker threads - need to confirm if it's legal Tests: none
39 Days Ago
merge from add_pumpkin_lowgradefuel -> main
39 Days Ago
Pilot Ejector Seat - Updated 4K textures for Media Team (I'm so sorry)
39 Days Ago
39 Days Ago
Pilot Ejector Seat - Updated LODs, updated textures, updated icon
39 Days Ago
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39 Days Ago
merge from fix_hardcore_spawning_mlrs -> main
39 Days Ago
Sort categories and entities alphabetically in ai demos viewer
39 Days Ago
Fix heavy not repositionning when the minigun muzzle is blocked but his eyes are not
39 Days Ago
merge from new_menu2
39 Days Ago
Ensure the selected item viewmodel always has the same player skin as the spawned PlayerModel
39 Days Ago
Fixed gesture wheel store packs not showing up Fixed item store tile names not using the translated version when not overriden by a takeover
39 Days Ago
Commenting
39 Days Ago
hooked up retro pattern material
39 Days Ago
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39 Days Ago
new_menu2 -> main
39 Days Ago
Fixed the missing texts on store heroes (regression from the store)
39 Days Ago
Fixed editor PlaySoundFirstPerson NRE when there isn't a local player. Added a Sound Manager to this scene so sounds work
39 Days Ago
Add a message to the companion page to ensure you've signed into the app if its not installed (hopefully that encourages people to relog if having issues)
39 Days Ago
Added retro material to the helmet
39 Days Ago
Update: reimplement how occlusion treats overrides - this is a reimplementation of 118512 Allows to further simplify OcclusionLineOfSight code - enables removal of OcclusionPlayerFound/Lost Tests: on craggy with 2 players, ran behind the hill, disappeared, turned on occlusion override - player appeared
39 Days Ago
Updated pilot hazmat holster offsets
39 Days Ago
merge from new_menu2
39 Days Ago
LODs and collision for food market display
39 Days Ago
Updated featuring header style Black box and pistol in general store categories
39 Days Ago
Updated pilot pack cover assets
39 Days Ago
merge from pilotpack_storepage
39 Days Ago
Fixed featured items ordering
39 Days Ago
merge overflowing weapon stats fix
39 Days Ago
Fix for overflowing weapon stat values
39 Days Ago
setup t1 smg anims, entity and override controller
39 Days Ago
Pilot pack store showcase Fixed some bugs preventing the extra items command to work properly
39 Days Ago
new_menu2 -> main
39 Days Ago
Pause and play the store hero video when you close and open the menu More logs for notifications
39 Days Ago
Missed files
39 Days Ago
Texture fix for Pilothazmat Backpack
39 Days Ago
PilotHazmat backpack textures updated
39 Days Ago
Set correct stencil states in all sub shaders that are used by indirect instancing in order to emulate what Unity normally does during the GBuffer pass
39 Days Ago
updated cinematic backpack textures
39 Days Ago
Implement indirect instancing without requiring monster meshes: - Use a command buffer to submit indirect draw calls referring to individual meshes - Monster meshes are disabled by default - Mesh Read/Write is no longer required - Should reclaim ~3 GB of VRAM and RAM - Calculate UV distribution metrics based on individual meshes rather than monster meshes
39 Days Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.