reporust_rebootcancel

136,050 Commits over 4,474 Days - 1.27cph!

1 Year Ago
Re-implemented the skin viewer in item store modal
1 Year Ago
Deleted some stuff I won't need
1 Year Ago
merge from Twitchdropsrender
1 Year Ago
Update iconrenderer_improvements/batch
1 Year Ago
merge from main -> iconrenderer_improvements
1 Year Ago
merge from main
1 Year Ago
Speed up instancing terrain culling by only walking a single wide ray from the top of the bounding box: "If you can't see the ears, then you can't see the cat."
1 Year Ago
rpg viewmodel animation update setup in unity
1 Year Ago
Moved some files in the right folders
1 Year Ago
Cleaned up store limited modal, tags are working
1 Year Ago
Menu Prefab
1 Year Ago
Bugfix: conditionally start bootstrap timer since it can be null Tests: none, trivial change
1 Year Ago
Buildfix: remove dead burst code and move job to namespace Avoids name mangling shenanigans Tests: build client locally
1 Year Ago
cleanup profile region
1 Year Ago
Underground config.
1 Year Ago
Add support for a subheader
1 Year Ago
jobified transform readback for effect updating, still slow to update scaled renderers though
1 Year Ago
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
1 Year Ago
MenuUI - support for Ultrawide, 16x9 and 4x3
1 Year Ago
merge from main
1 Year Ago
Reset pools and fix evil runtime fields on scriptable objects. - Craggy Island now runs, as far as I can tell everything is functional but I'll test it a bit more with other scenes.
1 Year Ago
Cart button nre fix
1 Year Ago
Fix SteamId copying button on streamer mode
1 Year Ago
Update: enable batched projectiles and water checks by default in the BaseRaidBenchmark scene Tests: ran the scene
1 Year Ago
Update: add benchmark timer to SoundManager - replace magic values for timers with named consts It's chonky, so tracking it as well. Tests: ran the scene
1 Year Ago
Updated test save with a couple of larger built boats, including cannons.
1 Year Ago
Update: add benchmark timers to Projectile.Update and BatchUpdate Tests: ran the scene in editor, saw output
1 Year Ago
Improved store search bar results Some refactoring to better support steam DLCs Fixed search bar styling
1 Year Ago
Revert 125318, try it again later
1 Year Ago
Update: Rewrite BenchmarkTimer to allow for accumulating time - Renamed API to make it clearer Tests: measured against a stopwatch in bootstrap loading
1 Year Ago
Fix TrainCollider and train_wagon_walls_COL not being readable
1 Year Ago
Missed a loading indicator
1 Year Ago
Settings page styling
1 Year Ago
removed shadow lod script from male mummywraps underwear prefabs
1 Year Ago
Very placeholder initial cannon firing
1 Year Ago
Added parameter to Tooltips for standardized popup time-delay options
1 Year Ago
Add proper widescreen support for new menu (caps UI to 16x9 on widescreen)
1 Year Ago
moved most of HitTest generation to a transform job
1 Year Ago
Compass 3rd person anim updates
1 Year Ago
hide clear button
1 Year Ago
Settings, sidebar and flex search
1 Year Ago
Update: BaseRaidBenchmark - lay down basic benchmark timer collection logic Will contribute to benchmark results, but right now don't have any relevant timers + need to rework how they are implemented. Tests: ran the scene in editor
1 Year Ago
More static objects found in safezones that no longer flag attackers as hostile: Door and chair variants, sofa, elevator, phonebooth, refinery, slot machine, card table, blackjack table, more npc vending machines, toilet, mission container, shop front, big wheel, food crate.
1 Year Ago
Reimplemented server favouriting
1 Year Ago
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
1 Year Ago
Merge from main
1 Year Ago
Allow setting labels to explicitly mark single meshes as read/write enabled
1 Year Ago
Premium icon mip maps
1 Year Ago
Clean up new loading status indicators
1 Year Ago
Bugfix: DemoBuildingsViewer - fix missing walls - Manually pre-process prefabs to get around editor skipping preprocessing - Add an editor-only override for Facepunch.Instantiate to not treat gameobjects as prefabs - Gather building entities from all keyframes Tests: loaded biggest base from my cleint demo - matches how demo renders it