reporust_rebootcancel

144,817 Commits over 4,444 Days - 1.36cph!

26 Days Ago
Fix hole Remove with swapback for transform instance data
26 Days Ago
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
26 Days Ago
Fixed wrong item id on ballistic vest
26 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
26 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
26 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
26 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
26 Days Ago
fix player_model changes stomped in merge
26 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
26 Days Ago
Memory cell evaluator
26 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
26 Days Ago
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26 Days Ago
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26 Days Ago
Evaluator refactoring
26 Days Ago
Some tooltips
26 Days Ago
Merge from auto_particle_cinematics
26 Days Ago
Compile fix
26 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
26 Days Ago
Branch and blocker evaluators Some cleanup and fixes
26 Days Ago
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26 Days Ago
merge from main
26 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
26 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
26 Days Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
26 Days Ago
Unity 6.3.15f1
26 Days Ago
Merge from unity_6.3.11
26 Days Ago
Finalized D. B fixes. Scene backup.
26 Days Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
26 Days Ago
Various D fixes.
26 Days Ago
Cleaned C and set correct layers.
26 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
26 Days Ago
Shifted a sign for render order purposes.
26 Days Ago
Fix item pooling error when demo scrubbing (copying over flavien's changes)
26 Days Ago
Finalized A/B
26 Days Ago
Some reserialized metas
26 Days Ago
Updated some legacy input code to use the new input system
26 Days Ago
mosaic from previous hackweek
26 Days Ago
Lights only at night. More B fixes.
26 Days Ago
Layer fix
26 Days Ago
Merge fixes
26 Days Ago
Refactored stuff for the layer warning.
26 Days Ago
Merge from main
26 Days Ago
Subtracting dont_bake_on_load
26 Days Ago
Renamed Pie partial class file
26 Days Ago
merge from main
26 Days Ago
First floor fix
26 Days Ago
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