reporust_rebootcancel

123,848 Commits over 4,171 Days - 1.24cph!

2 Years Ago
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2 Years Ago
ScrapTransportHelicopter prefab fixup part 1
2 Years Ago
Mostly set up ability to buy attack heli from Air Wolf compound
2 Years Ago
Revert corrupted scrap heli prefab from the merge, I'll have to manually sort it out
2 Years Ago
Merge Main -> Attackhelicopter
2 Years Ago
Parachute straps now properly attach to player's back (temp until more final art)
2 Years Ago
Merge from main
2 Years Ago
Merge 85110 -> AttackHelicopter, make sure the prefabs are right
2 Years Ago
Rewrote "MeshScheduler" into 5+ different classes and split responsibilities Replaced block allocator with fixed size cell allocator Refactored tons of code to make it readable, organized and reliable
2 Years Ago
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2 Years Ago
Merge from nexus
2 Years Ago
Show ping for each zone on the server list nexus modal Add a header for the zone table so it's clear what the numbers are
2 Years Ago
Optimized textures Mat polish
2 Years Ago
Set icons for the nexus join modal
2 Years Ago
Demo recording thread safety
2 Years Ago
Updated LODS for Pipe Wrench and Spanners Renamed Spanner Textures to match naming convention Changed LODing Method on specific Spanners
2 Years Ago
Fix rank creator textbox not being readonly when the player doesn't have permission to create ranks Fill in the blank on the help message explaining the clan table
2 Years Ago
Moving more stuff to textures.split.split.bundle (test)
2 Years Ago
Inner/outer consistency stuff Initial extra bloom
2 Years Ago
merge from WorldModels
2 Years Ago
HE lingering smoke
2 Years Ago
merge from industrial_grade_upgrade
2 Years Ago
merge from /main/nuclear_missile_silo/flyby
2 Years Ago
protobuf gen
2 Years Ago
merge from main
2 Years Ago
Fix ground check for weapon stand
2 Years Ago
Fix incorrect corner display of weapon placement ghost when not hovering a valid placement location.
2 Years Ago
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2 Years Ago
merge from community_ui_scaling_fix
2 Years Ago
Expose beltScrollSpeedMultiplier on mining quarry
2 Years Ago
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2 Years Ago
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2 Years Ago
Fixed emoji rendering in read only input fields Added emoji support for the clan announcement and member details text fields (no autocomplete or galleries but the raw text input is supported)
2 Years Ago
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly" Store LOD level of each mesh in `InstanceLODState` Still debugging mesh culling randomly breaking
2 Years Ago
Merge from main
2 Years Ago
Merge from hackweek-chat-emoji
2 Years Ago
Added detailed colliders so that parachutes can be shot at
2 Years Ago
Show parachute health on HUD Client compile fix
2 Years Ago
Move the first person camera closer to the actual model head bone position while freefalling with a parachute, fixes distorted legs view
2 Years Ago
If a player is dismounted from the parachute due to a collision in the first 1.5s of the deploy they will be hurt with fall damage (up to 80 damage)
2 Years Ago
Added extra collider to tugboat roof to prevent clipping through during sinking
2 Years Ago
Better animation transition if the player cuts their parachute while the deploy is in process Parachute.bypassRepack convar bypasses the pickup duration Added drag to the unpacked parachute so it falls a bit nicer Fixed condition not getting applied properly
2 Years Ago
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
2 Years Ago
Secondaries for 25mm impact.
2 Years Ago
Compile fix
2 Years Ago
Region out client analytics variables that are "assigned but never used" when compiling client
2 Years Ago
Move shadows to their own grids Distance cull both meshes & shadows Only frustum cull meshes
2 Years Ago
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid Fix "outside of map" grid not having a gridId set and looking like grid #0 Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow" Refactor culling system to completely ignore shadows
2 Years Ago
Change InstancedScheduler script update order to near the end Count number of meshes & shadows separately Add number of rendered meshes, shadows & draw calls for instancing to `perf 8` Add average number of meshes & shadows drawn to client performance analytics Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
2 Years Ago
Added LODs, colliders, and prefab setup to the screwdrivers