reporust_rebootcancel

129,926 Commits over 4,140 Days - 1.31cph!

1 Year Ago
didn't save the wallpaper protection values
1 Year Ago
Update: Replacing Pool.FreeUnsafe with Pool.Free where possible Since more IPooled usage has been added, these were left untouched by accident. Tests: none, trivial changes
1 Year Ago
Merge: from main Tests: checked all modes build
1 Year Ago
merge from FrontierHazmat/BurstCloth
1 Year Ago
3D Line-Line distance and closest point(s) utils
1 Year Ago
merge from wallpaper
1 Year Ago
Fixed satchels not damaging wallpaper Slightly decreased bullet protection
1 Year Ago
updated viewmodel anims, updated base rig with skinned cylinder
1 Year Ago
increased repeat delay
1 Year Ago
Renamed wallpaper item pack skin Updated skin list
1 Year Ago
Skin setup
1 Year Ago
Update: Network.Message implements IPooled Technically, this should be converted to a struct instead, but the benefit/effort is not worth it right now. Also marked a static as readonly, since we never modify it. Tests: single client-server session was pumping messages succesfully. Built all modes. Tested recoridng and playback.
1 Year Ago
1 Year Ago
Further tightening of divesite terrain anchors
1 Year Ago
Merge from world_update_2
1 Year Ago
ProceduralMapEmpty up to date
1 Year Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
1 Year Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
1 Year Ago
Removed bluish tint from cliffs Tweaked hill cliff slope masks / removed cavity masking
1 Year Ago
Update: WaterDynamics.InstanceBatch implements IPooled Also removed a bit of dead code and unused functions. Tests: checked that rowboat still produces foam
1 Year Ago
merge from wallpaper
1 Year Ago
Minor fixes to viewmodel mesh Viewmodel gloves hide hands
1 Year Ago
Reverted spray can hitscan changes 102638 This was causing issues and will need a more robust fix
1 Year Ago
Increased divesite anchor count. Anchor radius and height
1 Year Ago
Reduced tiling of heavily patterned wallpapers to improve icon readability
1 Year Ago
world_update_2 -> legacy_woodpile_improvements
1 Year Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
1 Year Ago
Update: PlayerReclaimEntry implements IPooled Tests: tested in local multiplayer in softcore mode
1 Year Ago
merge from main
1 Year Ago
Merge from world_update_2
1 Year Ago
Decor topology is now considered blocked for road and river generation Place river source object right after river generation, so it can be avoided by road and rail generation
1 Year Ago
Fixed issues related to DecorSwim and WaterCheck Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
1 Year Ago
Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
1 Year Ago
corrected skin constraint update maths - added skin constraint gizmos
1 Year Ago
merged from fire_extinguisher
1 Year Ago
Selection history editor window now saves its history between sessions
1 Year Ago
Imported Standing Coat Hanger Textures and Models Added and Setup Standing Coat Hanger Prop Prefab Setup Standing Coat Hanger Material, Colliders and LODs
1 Year Ago
burst cloth - moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that) - fixed retrieval of bone data for player preview case
1 Year Ago
merge from armored_window_collider_fix
1 Year Ago
fire_cabinet deployed gibs test - not to be merged
1 Year Ago
Update: ImpostorBatch implements IPooled Moved some code around and removed some always-true checks. Tests: during local game hit all new functions in the right order
1 Year Ago
player update. made unique compound bow deploy and fire anims to match viewmodel
1 Year Ago
Temporary Item setup for fire cabinet
1 Year Ago
Updated wallpaper icons and skin list. Repositioned wallpaper WM in icon scene.
1 Year Ago
Buoyancy fixes inside canyons
1 Year Ago
merge from main
1 Year Ago
Don't cull lake water if swamp topology exists Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
1 Year Ago
merge stability changes
1 Year Ago
Encoded water body type into shore vector w component, instead of just ocean mask Use ocean, lake and river topology to cull water (depending on the water type) TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana) TODO: Oceanside topology needs improving (will do next)
1 Year Ago
reduced max placement distance on DPV - ran socket rename