reporust_rebootcancel

158,377 Commits over 4,566 Days - 1.45cph!

19 Minutes Ago
Add unordered batch alongside the ordered one so we keep sending position packets unordered while keeping them batched - my previous commits were incorrect: positions have always been sent unordered
21 Minutes Ago
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35 Minutes Ago
Move packet batch from Dictionary -> Connection field
41 Minutes Ago
main -> mainisland_roaming_scientistboats
47 Minutes Ago
boat_targetting_improvements -> main
49 Minutes Ago
Various fixes Add ForceActiveViewmodelAnimatorUpdate to viewmodel anim controller
50 Minutes Ago
Don't break existing server saves for livestock
58 Minutes Ago
fix snap settings styling
1 Hour Ago
improve demo gizmos, add spotlights and demo toolbar
1 Hour Ago
merge from main -> fix_sail_guide_mismatch
1 Hour Ago
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1 Hour Ago
main -> mainisland_roaming_scientistboats
1 Hour Ago
first pass at seagull "groups" - groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land - groups land at "interest points" which are components that can be placed in scenes/prefabs - groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes - if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock" - after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group - individual birds can be shot while in a "group", with ragdolling corpses - also various improvements to flock movement
2 Hours Ago
Fix wool and lead armor insert worldmodel outlines
2 Hours Ago
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
2 Hours Ago
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2 Hours Ago
Update: reserialized all Sprite assets, part 10/10
2 Hours Ago
Update: reserialized all Sprite assets, part 9/N
2 Hours Ago
Update: reserialized all Sprite assets, part 8/N
2 Hours Ago
Update: reserialized all Sprite assets, part 7/N
2 Hours Ago
Update: reserialized all Sprite assets, part 6/N
2 Hours Ago
Final nailgun adjustments
2 Hours Ago
Update: reserialized all Sprite assets, part 5/N
2 Hours Ago
Update: reserialized all Sprite assets, part 4/N
2 Hours Ago
Update: reserialized all Sprite assets, part 3/N
2 Hours Ago
Update: reserialized all Sprite assets, part 2/N
3 Hours Ago
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
3 Hours Ago
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
3 Hours Ago
Nail visual projectile tweaks.
3 Hours Ago
Tweak on nailgun attack FX.
4 Hours Ago
merge from main
4 Hours Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
4 Hours Ago
Update: refresh server test list Tests: ran my new tests
4 Hours Ago
Fix caboose lights missing their volumetric beams the first time you turn them on with the light switch Caused by AmbientLightLOD skipping the first faded toggle after an instant one
4 Hours Ago
lamb sprint animation test
4 Hours Ago
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
4 Hours Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
4 Hours Ago
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
4 Hours Ago
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4 Hours Ago
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
4 Hours Ago
merge from cui_blur_fix2
4 Hours Ago
Fixed allocations in SortBlurredLayers
4 Hours Ago
Raised the UI blur capture limit from 4 to 6 per frame CUI blurs only take a capture of their own when they cover UI drawn before them CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
4 Hours Ago
Merge from Wool_ArmourInsert
4 Hours Ago
merge from main
4 Hours Ago
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
4 Hours Ago
Unfuck merge
4 Hours Ago
merge from scrap_king_building_skin - raised colliders on roof overhang
4 Hours Ago
Copied over my item setup from woolarmorinsert. tech tree, crafting cost. - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
5 Hours Ago
Added renovation saw item/prefab/entity. Rennovation saw now shows cut track on construction. Saw follows track,emitting sparks and leaving a glowing trail. Visual progress matches timers. Setup placeholder cutting audio.