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127,741 Commits over 4,109 Days - 1.30cph!

6 Years Ago
Disable burst compiler on jenkins linux builds
6 Years Ago
Nicer favourited item highlight. Bit of refactoring.
6 Years Ago
[D11] Fix for powerlines having lights [D11] First pass of Launch Site asset removal
6 Years Ago
Added ui.showinventoryplayer convar and a toggle to interface options, to allow players who need/prefer the extra FPS to disable the inventory screen player model.
6 Years Ago
Fix for mismatched profiler marker
6 Years Ago
Editor warning fix
6 Years Ago
Update Unity version to 2019.2.3f1
6 Years Ago
[D11] [UI] Reset transform of hemp skins 0 and 1.
6 Years Ago
[D11][DTLS] Log warning on Windows server that no more connections can be made. Big pass through logging to make more stuff verbose.
6 Years Ago
Various optimisations to instancing stuff, mainly reducing overheads of setting up shader variables by instantiating compute shaders and using SetConstantBuffer instead of individual variables
6 Years Ago
Merge from main
6 Years Ago
added piano icon to piano prefab
6 Years Ago
[D11][OPTIMIZATION] Minor network stuff + test code to check "cast" vs byte parsing for position messages. Its failed, but i'll keep it there for reference
6 Years Ago
Added fps limit slider to screen settings UI. Made TweakUISlider also now work with delayed apply changes.
6 Years Ago
[D11] Manifest update
6 Years Ago
merge from main
6 Years Ago
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6 Years Ago
- Modular car engines now turn on/off, with startup time (client synced) - Fuel is now actually needed. Adding 100 low grade by default in editor for easy testing - Added engine waterlogging - Removed handbrake, it sucked
6 Years Ago
Allow faster vehicles to have better brakes (automatic multiplier)
6 Years Ago
When moving backwards and accelerating, actually accelerate instead of brake
6 Years Ago
Improved speed-based steer angle reduction. Better max speed calculation.
6 Years Ago
Backup
6 Years Ago
Fake a lower centre of mass, less anti-roll needed, better handling
6 Years Ago
Even more driving physics tweaks
6 Years Ago
Preserve the original name of slots so they get restored when removing a custom name
6 Years Ago
- Fixed wheel visual glitching when entering water etc by providing the right layer mask. - Properly added the wheel smoke FX from the sedan. - Some driving physics tweaks. - Added handbrake, although it's really just a fancy version of the brakes.
6 Years Ago
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6 Years Ago
Fix misalignment
6 Years Ago
Remaining fixtures.
6 Years Ago
Add a menu to rename IO entities and their inputs/outputs
6 Years Ago
Temp bass view model
6 Years Ago
Better IK positions on piano
6 Years Ago
Small generator sounds
6 Years Ago
Proplight prefab conversions
6 Years Ago
Merge from main
6 Years Ago
WIP death screen changes
6 Years Ago
Add some car audio files (originally from WiseGuys)
6 Years Ago
Scene backup. Lantern post conversion.
6 Years Ago
Fixed intermittent decals on cargoship; set mesh compression to low on models using decals to disable vertex format compression Fixed a couple mesh colliders using read-only meshes in Hapis and cargoship Fixed NRE on ent kill cargoship
6 Years Ago
Added a favourites category/tab to crafting menu, lists any favourited items there, too.
6 Years Ago
Show (placeholder) favourite icon on any favourited quick craft items.
6 Years Ago
[D11] [UI] Adjusted visuals and size of player corpse info on HUD to be more readable. (WIP)
6 Years Ago
[D11] Fixed reverb trigger zones in the bandit camp
6 Years Ago
"Favourited" items appear first in the quick craft items, then ordered by most crafted.
6 Years Ago
[D11] Increase read-timeout from 30 secs to 1 min
6 Years Ago
[D11] [UI] Fixed text wrapping on server name in loading screen.
6 Years Ago
[D11][UI] Placeholder update screen and removed unneeded code in networkserviceport
6 Years Ago
[D11] fix for SLODs being pink in hdrp. Added a shadergraph shader which is uses the LitMaster plus an extra node which applies the dithered alpha clip. It's a bit of cheat because you can't have custom function nodes which don't connect to something, so I'm just passing the model's alpha through my function, and doing the dither clip as a "side effect" of the function, but I don't see why it won't be robust. Tweaked the other inputs to LitMaster to try to make the slod models look similar to before, this could do with more artist tweaking, and generally the (cross)fade could be more polished. + a water compile fix that I missed from a commit yesterday + a foliageASE instancing fix I missed too
6 Years Ago
Tiny perf convar tweak (4=ping, 5=everything)