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105,901 Commits over 3,806 Days - 1.16cph!

8 Years Ago
Enabled entity and player pooling by default on 64bit systems
8 Years Ago
work backup
8 Years Ago
ItemIcon NRE fix (for real)
8 Years Ago
ItemIcon NRE fix
8 Years Ago
Added a missing script to the dungeon cam to render decals
8 Years Ago
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
8 Years Ago
removed sticky gizmos from tunnels prefabs triggers
8 Years Ago
Military Tunnels scene work backup
8 Years Ago
Fixed onInventoryChanged event being called every time a shot is fired
8 Years Ago
Merge from player_pooling (disabled by default)
8 Years Ago
Server compile fix
8 Years Ago
Made shit work
8 Years Ago
Moved models Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
8 Years Ago
Merge from main
8 Years Ago
Fixed onInventoryChanged event being called for every player Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
8 Years Ago
Only initialize door animators if required when leaving the pool
8 Years Ago
Military tunnels final models LODs Bits
8 Years Ago
Merge from cs16176 damage control branch
8 Years Ago
Fixed overlap issues Fixed revz god rays
8 Years Ago
Entity destruction priority fix
8 Years Ago
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8 Years Ago
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8 Years Ago
8 Years Ago
tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists tweaked the lr300 reload animations
8 Years Ago
Fixed server duplicate key exception
8 Years Ago
bed pickup disabled/NRE Fixed protocol++
8 Years Ago
can pick up sleeping bags and re place them phrases
8 Years Ago
merge into main
8 Years Ago
merge from main
8 Years Ago
lr300 item/icon lr300 vm cleanup fixed uncraftable items reducing costs of other items in same tier (some items are now more expensive xp wise)
8 Years Ago
8 Years Ago
8 Years Ago
Building block skin pooling is also load balanced
8 Years Ago
Building entities have higher destruction priority than other entities during deferred destruction
8 Years Ago
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber) Cleaned up shader code, paving the way for upcoming hair shader Nuked deferred reflections shader
8 Years Ago
Deferred entity destruction tweaks
8 Years Ago
Some changes for more accurate profiling
8 Years Ago
tightened up the animations on the LR300 reload / deploy added a new reload animation for LR300 tweaked the sights on the LR300 so they sit lower and line up better
8 Years Ago
Savas: Loot chests are not empty half the time. Added all weapon augments to the loot tables. Loot shacks are done gazing at the sky. Added double barrel shotgun and M249 to the tier 3 loot. Medishacks spawn twice as many crates. Medishacks also spawn food crates. Food crates don't spawn rotten crap. Probably forgetting something too.
8 Years Ago
Updated lighting prefab for monument scenes with latest camera / skydome
8 Years Ago
Merge from main
8 Years Ago
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
8 Years Ago
Server compile fix
8 Years Ago
Load balanced destruction of all client side combat entities
8 Years Ago
Added maxreceivetime convars for pool testing
8 Years Ago
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8 Years Ago
Fixed missing building block placeholder mesh on pooled building blocks
8 Years Ago
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
8 Years Ago
Improved skin brdf sss quality by fixing omission; touched relevant shaders
8 Years Ago
Savas into maps.bundle