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125,513 Commits over 4,079 Days - 1.28cph!

2 Years Ago
Updated broken cine prefabs stomped from merges
2 Years Ago
Fix twig foundations not showing Cull shadows at shadow distance Make a separate monobehavior to call into InstancedEntityScheduler - due to PreProcess is being called before the InstancedEntityScheduler was spawned
2 Years Ago
abyss helmet variation 3 lods, skinning, imported to prefab and setup, temp material. Also, skinning tweaks on viewodel
2 Years Ago
Fixed crazy interaction between thrown physics objects and tugboat. Move them to the Harvestable layer while parented to something - simply because that layer has no physics interactions but does allow player interaction.
2 Years Ago
Merge from save239
2 Years Ago
Fix rotation of parented entities when changing skin (fixes another tugboat door reskin issue)
2 Years Ago
Updated tugboat prevent building areas to their final configuration
2 Years Ago
combat knife can now rapidly untie underwater crates fixed underwater effects not appearing for local player if head is also underwater
2 Years Ago
Fix unity "startIndex" with DrawMeshInstancedIndirect() not working Implement custom shader property "_InstancedIndexOffset" to fix it Add `test_instanced_culling` command to spawn in 50k-200k random prefabs Fix race condition in culling job by uncommenting original threadsafe increment Add placeholder sorting of input data to see if sorting significantly speeds up culling job Culling job now runs across multiple threads via job system Disable ParallelForRestriction in culling job
2 Years Ago
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2 Years Ago
updated rig for diver ak, set up burst cloth (still disabled)
2 Years Ago
Updated burst cloth mats Enable mipmaps for diver ak icon
2 Years Ago
Update FP.BurstCloth, tweak everything again
2 Years Ago
Minor emissive and material hue tweaks to better match the screens.
2 Years Ago
Tug-specific sonar sweep visuals to better match the other screen.
2 Years Ago
Added disabled damage prefab to the Tugboat (not code supported yet)
2 Years Ago
Added a functional dashboard headlight indicator light to the Tugboat, because cute.
2 Years Ago
Merge from main
2 Years Ago
Merge from save239
2 Years Ago
Server NRE fix
2 Years Ago
Tug damage prefab with light/medium/severe states
2 Years Ago
Added LODs for the pumpjack
2 Years Ago
Slightly offset lower deck lamps to match the positon of the cables
2 Years Ago
Tugboat interior dressing
2 Years Ago
Remove redundant reflection probe renderer from wall prefabs
2 Years Ago
Do distance culling before frusum culling Measure culling job execution time
2 Years Ago
Merge from media_projects/2023_06
2 Years Ago
Merge from save239
2 Years Ago
vm diver torch - updated mask and optimisation settings
2 Years Ago
Water explosion tweak
2 Years Ago
Underwater / water surface explosion effect improvements
2 Years Ago
Fixed underwater rain again.
2 Years Ago
old tv model setup (needs lods)
2 Years Ago
Underwater explosion effects for C4, satchel charge, F1 grenade and beancan grenade
2 Years Ago
Bunch of small fixes FINALLY rendering in the correct place again because I had to use a separate computebuffer for each DrawMeshInstancedindirect() call?
2 Years Ago
merge from NMS/Props for clarity
2 Years Ago
Water explosion effects for all rocket types
2 Years Ago
wallpaper skin models and prefabs base setup
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Merge from save239
2 Years Ago
Network++
2 Years Ago
merge from main
2 Years Ago
Merge from save239
2 Years Ago
Fixing various deployable placement issues on tugboat, most notably the delay / desync on the placed deployables
2 Years Ago
merge from main
2 Years Ago
disable debug log
2 Years Ago
merge from turning
2 Years Ago
Updates Vintage Wall Clock to meet feedback
2 Years Ago
Added subway maps to various underground tunnels and platform stops