reporust_rebootcancel

139,332 Commits over 4,383 Days - 1.32cph!

3 Days Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
3 Days Ago
enable screen edge fade on eyeAO materials
3 Days Ago
computer station IO setup - no IO for static computer stations
3 Days Ago
add toggle for refraction screen edge fade behavior
3 Days Ago
Fix croc swim speed
3 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
3 Days Ago
Fix animals slowing down to a crawl when fleeing
3 Days Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
3 Days Ago
Mannequin poses
3 Days Ago
Fix a few shader compilation errors with rare variants
3 Days Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
3 Days Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
3 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
3 Days Ago
added a bunch more boat layouts for testing
3 Days Ago
Reduce guaranteed slots from defensive to 1
3 Days Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
3 Days Ago
merge from render_pipeline_testing (reflection fix)
3 Days Ago
fix vclouds not showing up in water reflections in BiRP
3 Days Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
3 Days Ago
3 Days Ago
Industrial Autoturret - Updated textures
3 Days Ago
Fixing skinning for lumberjack hazmat
3 Days Ago
New gesture animation polish pass
3 Days Ago
merge from waterwheel_deployable
3 Days Ago
fix label of new io info on item
3 Days Ago
Workbench level 2+3 loot panel assignment
3 Days Ago
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3 Days Ago
fixed missing texture on tier 2 workbench
3 Days Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
3 Days Ago
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
3 Days Ago
Mannequin fbx update
3 Days Ago
Merge from vital_icons
3 Days Ago
merge from main
3 Days Ago
Ton of general workbench client/server compile fixes
3 Days Ago
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3 Days Ago
Merge from chainsaw_hotspot_gathering
3 Days Ago
Merge from main
3 Days Ago
Fix server log when throwing items at trees and ore nodes
3 Days Ago
Add a convar to gate the icon display behaviour.
3 Days Ago
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3 Days Ago
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
3 Days Ago
merge from main
3 Days Ago
stripped back workbench 2, added new corpse
3 Days Ago
Cleanup
3 Days Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
3 Days Ago
Update prefab MetalIceVest
3 Days Ago
IceMetalChestplate and IceMetalFacemask setup
3 Days Ago
updated workbench tier3
3 Days Ago
workbench tier 1 corpse update
3 Days Ago
WIP show icons of equipped upgrades in workbench vital panel