reporust_rebootcancel

136,801 Commits over 4,474 Days - 1.27cph!

15 Minutes Ago
Decrease max stock of items in waterwell vendor from 10 -> 2 - increase restock time from 2m -> 10m per item - keep syringe & ammo at 10 stock & 2m restock time
24 Minutes Ago
dome logic decal tweaks to help left to right reading
26 Minutes Ago
refactor turn in place to mostly use anims, give up on ik for now.
37 Minutes Ago
merge from turret_hqm_increase -> main
37 Minutes Ago
Increase turret crafting cost from 10 HQM -> 25 HQM
1 Hour Ago
Polish pass on supply signal refresh anims
1 Hour Ago
merge from fix_boat_vendor_heli -> main
1 Hour Ago
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
1 Hour Ago
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli) - prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
1 Hour Ago
WTP fixes - gearbox wheel turns smoothly - switched from prefab serialized values to server convars - added debug convar command to check current pressure of tank(s)
1 Hour Ago
Console: no more truncated combatlog, big perf improvements (only reparse changed rows, flex texts can use the measure fast path)
2 Hours Ago
Add UV1 channel to the 100x300 barrels blocker for use with a new beveled rubble detail normal, in order to reduce the low poly look on some rocks
3 Hours Ago
more basement player block blockouts
4 Hours Ago
- play confetti effect on win
4 Hours Ago
merge from PlayerMaintainedMonuments
4 Hours Ago
merge from PlayerMaintainedMonuments
4 Hours Ago
merge from PlayerMaintainedMonuments
4 Hours Ago
Wood Panelling wallpaper - WIP textures and material
4 Hours Ago
Converted multi-compiles to shader-features where applicable in the cloth shaders
5 Hours Ago
merge from mainmenu_toggle_optims
5 Hours Ago
master key for apartments viewmodel and textures
5 Hours Ago
Bar Stool Wood - Updated model with backface on cloth, updated textures
5 Hours Ago
fix string alloc in VolumetricFogShadowPreProcessPass
5 Hours Ago
Applied the same system to the F1 menu - ~12ms -> ~4.20ms - GC ~115KB -> ~10KB
5 Hours Ago
Update: avoid Time calls in BasePlayer.GetUnderwearSkin - UnderweatManifest now initialized in ServerMgr.StartServer Tests: switched to jobs 4 and toggled underwear
5 Hours Ago
Add an assertion to catch rare error spam from WaterCamera
5 Hours Ago
merge from game_room_dlc -> main
6 Hours Ago
merge from dart_game
6 Hours Ago
switch left side of darts scoring to just show points earned in each round (doesnt accumulate on the left anymore)
6 Hours Ago
Satellite list serialization fixes
6 Hours Ago
Update: in UseParallelSaves mode, Ragdol component samples transform handles Tests: on playground enabled Jobs 4 and ragdolled a bunch of times
6 Hours Ago
improved sculpting ux massively, keeps collider as-is during carve (only updating visuals) so that carving depth doesn't feed into itself or need messy plane logic
Today
Merge from playermaintainedmonuments
Today
Update: use handles to get pitch and yaw rotations for AttackHelicopterTurret in UseParallelSaves mode - amended test to cover turret saving path Tests: TestMTSave pass
Today
Fix scientists not spawning in deep sea
Today
Workbench recycle bin upgrade is now interactable and gets its own 16 slot storage. Reycle upgrade automatically puts all returned ingredients into the recycle bin storage. Bin storage is take-only - can't put anything in or add to existing stacks manually.
Today
Merge from render_pipeline_testing
Today
Fixed the normal maps not being present on the deploy meshes
Today
thickened up X sprays and set O sprays to white
Today
Update: move OrientableLight interpolation invoke from Save to rpc + ondeply Scheduling invokes won't be safe in MT Tests: none
game_room_dlc -> main
Fix hit animation not working
Today
adding for Damian to check
Today
Update: avoid transform call in TravellingVendor.Save when it's following a spline Tests: none
Today
Supply signal animation updates
Today
Update: move Privelege caching from DisplayingBoxStorage.Save to OnPrivelegeUpdated We can't have it in Save as it is self-modifying and can call Vis.Entities - lets see how this holds Tests: none
Today
merge from cui_updates
Today
merge from main
Today
No longer create pie close action if there isn't a closing command
Today
- Added a fast path for root canvas toggling, that lets us toggle the main menu root canvas without triggering a lot of stuff on every graphic - Graphic::CacheCanvas walks up and stops at the first enabled canvas instead of doing a nasty GetComponentsInParent, saves ~560KB of GC per menu toggle - Each main menu page now has a canvas component too Toggling the menu: - ~134ms → ~45ms - GC ~600KB -> 24KB