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123,366 Commits over 4,171 Days - 1.23cph!

11 Days Ago
Merge: from main
11 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - extend the previous bugfix to the after-validate-recache logic - Also fixed resetting a bunch of per-player state during the recache step Tests: loaded map, hover-swim doesn't reproduce anymore (this time no exceptions)
11 Days Ago
Optimized the crap outta the chandlier drawcalls. +related mesh and mat files.
11 Days Ago
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11 Days Ago
Lowered SSS further on blue tarps Medical bay dressing progress
11 Days Ago
Fix still wet after dying
11 Days Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
11 Days Ago
merge from canyon-fog-fix
11 Days Ago
drop off biome fog density under ocean level, fixes canyons being full of fog
11 Days Ago
spas12 viewmodel - added ads anim
12 Days Ago
Added collision to farm barge container shells. Replaced beach parasols with static versions.
12 Days Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
12 Days Ago
Fix impact effects on the mannequin only appearing near the feet
12 Days Ago
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12 Days Ago
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12 Days Ago
merge glass_fix_resourcerefs to main
12 Days Ago
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
12 Days Ago
Improve mannequin model part hiding with skin overrides
12 Days Ago
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
12 Days Ago
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
12 Days Ago
Jungle ak viewmodel - fix for ads dryfire
12 Days Ago
Merge fixes from /indirect_instancing
12 Days Ago
Rebase on /main
12 Days Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
12 Days Ago
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12 Days Ago
decor_lighting_dlc -> main
12 Days Ago
Deployable snapping for the table lamp
12 Days Ago
Deployable snapping for the Mannequin
12 Days Ago
Added snapping to the spotlight
12 Days Ago
Added snapping support to the two types of beanbag
12 Days Ago
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12 Days Ago
merge from decor_lighting_dlc/gameplaypass
12 Days Ago
merge from decor_lighting_dlc
12 Days Ago
viewmodel chainsword update attack animation edits
12 Days Ago
merge from ui_mipmaps_fixes
12 Days Ago
Wheat icon mipmap group set to UI
12 Days Ago
merge from main
12 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
12 Days Ago
Merge: from main
12 Days Ago
merge from decor_lighting_dlc
12 Days Ago
Fixed string lights with no wire slack looking terrible
12 Days Ago
More farm barge set dressing
12 Days Ago
Apply the stringpool fix to ~20 more entities
12 Days Ago
merge from main
12 Days Ago
Fixed fairy and string lights wire thickness causing issues when not using wire slack
12 Days Ago
merge from naval_update/deep_sea
12 Days Ago
Fixed deep sea spawning erroring on other scenes
12 Days Ago
Clean: Replace persistent native WaterFactorCache with transient native allocs This is slower, but it's not the hot path and it simplifies code and avoids polluting intellisense. Tests: ran unit tests
12 Days Ago
Disabled deep sea island spawning on that branch, its causing errors when entering play mode from other scenes than Craggy
12 Days Ago
merge fix_static_respawn_areas to main