reporust_rebootcancel

135,000 Commits over 4,444 Days - 1.27cph!

29 Days Ago
updated m16a2 textures
29 Days Ago
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was
29 Days Ago
fix for 3p compound bow firing
29 Days Ago
merge from skinviewer_viewmodel
29 Days Ago
Fixed viewmodel camera missing depthTextureMode swap based on Effects.requireMotionVectors
29 Days Ago
Glass AR - final bake, wip textures, material tweaks
29 Days Ago
Industrial Torch - Updated view and world models with new UV2 and misc geo changes for better support of emmissive effects
29 Days Ago
Manifest update for apartment stool
29 Days Ago
Update: resave after unity 6 upgrade Tests: ran benchmark
29 Days Ago
merge from kick_off_2_wallpapers
29 Days Ago
Polish to large apartment FBXs, bit more set dressing in prefab
29 Days Ago
set all crouch anims to time scale 1 on playeraniamtion.controller amd exported updated 3p crouch anims
29 Days Ago
Fix compile simulator not catching all errors (only catching CS errors, not MSBuild errors) Fix compile simulator leaving 10-12 dotnet processes in background for 15m because "-nodeReuse:false" wasn't passed in
29 Days Ago
merge from skinviewer_viewmodel
29 Days Ago
Fixed some skin viewer regression - Frog boots - Clatter helmet - Silly horse mask - Horse mask - Egg suit - Wellipets Hat - Chicken Costume - Bunny Costume - Horse Costume - Hockey Mask
29 Days Ago
Mortar animation updates
29 Days Ago
main -> 50cal_animation_improvements
29 Days Ago
mountable_rollback -> main
29 Days Ago
Fix compile error
29 Days Ago
re exported a bunch of assets, fixed some holes. Submitting for LOD tests (can't get it to work properly on my machine)
29 Days Ago
Fixed typo in description
29 Days Ago
Added more sound variations to bowless crossbow
29 Days Ago
Refactor tick parent history into TickHistory
29 Days Ago
Merge from render_pipeline_testing
29 Days Ago
merge from body_hair
29 Days Ago
Set dressing in large apartment
29 Days Ago
Merge: from main
29 Days Ago
Increase bounds of the apartment building entity to the size of the apartment complex building (so it doesn't touch the scene)
29 Days Ago
Merge: from player_benchmark_improvements
29 Days Ago
Clean: remove naked player bench from ClothingBenchmark Superceded by PlayerModelBenchmark Tests: none, trivial change
29 Days Ago
Bugfix: avoid NRE when no recorders are requested by a benchmark Tests: ran ClothingBenchmark
29 Days Ago
Adjusted deploy guide scale for Wanted Posters 1, 2, and 3 to match their deployed size
29 Days Ago
Update: PlayerModelBenchmarkScene - record bone count of spamed player models Tests: ran benchmark
29 Days Ago
Female body hair
29 Days Ago
Set parenthistory to false as default
29 Days Ago
update apartment_complex_monument/prototype
29 Days Ago
Subtract 152447 merge from unity_6.3.15/ddraw_text_spacing_fix
29 Days Ago
Fix 50cal idle animations being set with ammo or no ammo incorrectly when sitting idle
29 Days Ago
merge from skinviewer_viewmodel
29 Days Ago
Fixed MainCamera.get_position skin viewer nre
29 Days Ago
Update: BenchmarkScene - add support for selecting which recorders to activate - added Scripts and Physics recorders - PlayerModelBenchmark uses only Rendering + Animation ones Tests: ran benchmark with various category bitfields
29 Days Ago
Merge from rain_grace_fixes2
29 Days Ago
Fix rear turret having incorrect animator time setting
29 Days Ago
Update: add "CPU Total Frame Time" recorder Tests: ran baseline
29 Days Ago
Update: add mainthread-only Camera.Render recorder Tests: ran baseline
29 Days Ago
Fixed "View in hands" button still toggled when exiting and reselecting the same skin
29 Days Ago
Add logs back for testing
29 Days Ago
main -> mountable_rollback
29 Days Ago
Auto close fullscreen skinviewer window if the menu is not open (just in case)
29 Days Ago
Release and wait for the prefab and world asset scenes to load during bootstrap so the skin viewer can: - load entity and viewmodel prefabs - load bundled skin textures (we've been downloading them from the workshop as a workaround) without needing to be connected to a server (these scenes were held until we start loading in)