reporust_rebootcancel

137,409 Commits over 4,352 Days - 1.32cph!

3 Days Ago
Fixes
3 Days Ago
Updated BunnySuit
3 Days Ago
Updating krieg backpack skinning and burst cloth
3 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
3 Days Ago
Fix incorrect cleanup on load fail
3 Days Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
3 Days Ago
Camping Cooker update
3 Days Ago
fix animator after merge conflicts, fixed wheel rotation and mount positioning
3 Days Ago
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
3 Days Ago
Bunny Suit item update
3 Days Ago
Bunny Suit setup
3 Days Ago
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3 Days Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
3 Days Ago
Started cleanup
3 Days Ago
fix server build
3 Days Ago
Fix tilesLoaded never being incremented, causing loading to fail
3 Days Ago
Fix crash
3 Days Ago
Updating krieg skeleton asset
3 Days Ago
Fixed modular car fuel tank not connectable to anything
3 Days Ago
Add missing lod2 to emission toggle
3 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
3 Days Ago
Remove the placeholder "cancel" menu option.
3 Days Ago
Updating krieg hazmat burst cloth and skinning
3 Days Ago
Add item name & icons to radial menu. Only show radial menu if there's more than one item that responds to lighttoggle. Run lighttoggle instantly on press if there is only one item. Misc fixes/functionality. Ready to start refactoring and cleaning up.
3 Days Ago
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
3 Days Ago
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3 Days Ago
Enabled LZ4 high compression
3 Days Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
3 Days Ago
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3 Days Ago
Exposed rebar texture
3 Days Ago
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
3 Days Ago
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
3 Days Ago
Fixed ocean topology in launch site, potentially other monuments
3 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
3 Days Ago
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
3 Days Ago
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
3 Days Ago
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
3 Days Ago
merge from the deployguide box fix branch
3 Days Ago
re-linked up prefab deploy guides on comps, meds, explosives and meds box skins
3 Days Ago
Fixed the issue with the shutter frame not working correctly with indirect instancing
3 Days Ago
restore guidePrefab on DLC boxes
3 Days Ago
adjusted armoured hatch meshes to close gaps, updated textures to improve normal shading.
3 Days Ago
merge from event_timing_adjust
3 Days Ago
enabled vert colour tinting on trim material paint mask (new textures coming soon)
3 Days Ago
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3 Days Ago
merge from detail layer tint shader
3 Days Ago
merge from main
3 Days Ago
Multiplied the minimum and maximum time of every scheduled event by 0.75 to bring it back in line with the old real time timings now that we've extended time of day Affects: event_cargoheli, event_cargoship, event_helicopter, event_airdrop, event_f15e, event_roadbradley, event_travellingvendor
3 Days Ago
merge from TechTree556fix
3 Days Ago
merge from mission_tackletheday_fix