reporust_rebootcancel

139,330 Commits over 4,352 Days - 1.33cph!

10 Days Ago
update render pipeline for renamed usings/objects
10 Days Ago
Bunch of fixes. Refactor some scrap cost calculation to include the salvage upgrade in a central location. Tech tree UI costs/values now reflect salvage upgrade effects.
10 Days Ago
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
10 Days Ago
merge from main
10 Days Ago
removed old premergeOct 25 anim controller
10 Days Ago
fixed toolgun offset issues
10 Days Ago
Wall alt versions. Scene backup.
10 Days Ago
merge from render_pipeline_testing
10 Days Ago
merge from main
10 Days Ago
Removed temporary materials. Started second pass on Kiosk A
10 Days Ago
merge from autoconnect_menu_fix
10 Days Ago
merge from main
10 Days Ago
Moved t+autobench switch after OnMenuLoaded as well
10 Days Ago
CurrentVersion.cs
10 Days Ago
Shotgun traps and flame turrets are destroyed on boat death
10 Days Ago
Meta files
10 Days Ago
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10 Days Ago
Various code auto updates, part 6 (third party)
10 Days Ago
Various code auto updates, part 5
10 Days Ago
Various code auto updates, part 4
10 Days Ago
Various code auto updates, part 3
10 Days Ago
Various code auto updates, part 2
10 Days Ago
Various code auto updates, part 1
10 Days Ago
Update to rps, victory and beat chest gestures
10 Days Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
10 Days Ago
TMP auto upgrade (this needs applying upstream)
10 Days Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
10 Days Ago
easter wallpaper texture update
10 Days Ago
minor tiling fix on one of the easter wallpapers
10 Days Ago
added descriptions to all the wallpapers, engine file update
10 Days Ago
fixed bandit relaxed idle issues
10 Days Ago
merge from new_console-ui
10 Days Ago
Better background blur shader, only used by the F1 menu for now
10 Days Ago
fixed hand clipping on slot machine
10 Days Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
10 Days Ago
Optim: skip checking global occlusion groups for small and large network grid layers Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch Tests: ran unit tests
10 Days Ago
some more model breakdown/rebuilding in prefabs
10 Days Ago
Increased size of triangle ladder hatch col.
10 Days Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
10 Days Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
10 Days Ago
merge from easter2026_dlc/bunny_bc
10 Days Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
10 Days Ago
Added back error overlay toggle in the tools tab, it flips the convar
10 Days Ago
Fixed NRE when clicking on vehicle buttons in the main menu
10 Days Ago
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
10 Days Ago
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
10 Days Ago
Mergee from chainsaw_hotspot_gathering
10 Days Ago
Bugfix(tests): increase DummyServer's network grid from 512 to 1024 Some tests ended up spawning outside of the network grid, leading to test failures. Tests: ran unit tests, from 30 failures down to 9 (2 tests)
10 Days Ago
Fix NRE when attacking resources with explosives
10 Days Ago
Update(tests): bring back spawning on boundaries of network ranges Current logic considers those cells to be in range, so rely on that fact. Doesn't fix tests, but validates edge cases Tests: ran unit tests, same tests failt