reporust_rebootcancel

145,414 Commits over 4,444 Days - 1.36cph!

1 Year Ago
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1 Year Ago
Featured tab items ordering
1 Year Ago
Mass/health block tweaks
1 Year Ago
BBS duplicate name fix. Sails revert to closed on save load.l
1 Year Ago
Featured tab now spawns stuff
1 Year Ago
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
1 Year Ago
Test: GrowableGenes test to track allocations - only tests GrowableGenes.GenerateRandom, but that was enough of a head-ache Found one opportunity to get rid of garbage alloc, but also found out Array.Sort(T[], int, int, ICompare<T>) always allocates Tests: ran the unit test
1 Year Ago
M15 pistol - Updated WIP textures
1 Year Ago
remove dumb thing
1 Year Ago
General store layout fixes
1 Year Ago
fix signed/unsigned mismatch warning
1 Year Ago
mac fix + line endings
1 Year Ago
Soft mask setup for play menu
1 Year Ago
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
1 Year Ago
merge from main
1 Year Ago
Also fix fps.limitinmenu capping fps when inside the workshop editor
1 Year Ago
Tweaked the store overlay pages blur
1 Year Ago
Bootstrap version of Roboto regular font Polished the bootstrap text sizes
1 Year Ago
New blur to the quit modal
1 Year Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
1 Year Ago
separated GridErosion heightmap carving from terrain splatting as two separate ProceduralComponent passes, gives more control to let rocks be placed nicely onto channelled terrain but then restrict splatting terrain onto them afterwards - also re-ordered GridErosion to be before small cliff hill rocks as these were the main cause of floating rocks
1 Year Ago
Fixed fps sometimes being capped at 15 instead of 60 in the main menu, when using both fps.limitinbackground 1 and fps.limitinmenu 1
1 Year Ago
Pretending to be a graphics programmer: wrote a semi optimised blur shader for our UI. Old background ui blur was doing ~130 texture fetches + three draw calls New one does ~9 texture fetches + 2 draw calls. Output is pretty consistent between old and new. UI Notifications now has an icon just like the store (rather than a blank entry)
1 Year Ago
Using roboto on: generic popup body, settings tooltips, skin modal description
1 Year Ago
wind vector can be changed over time
1 Year Ago
Applied Roboto Regular on store overlay pages
1 Year Ago
Added Roboto Regular font (non condensed version)
1 Year Ago
Created and Setup Compass Icon
1 Year Ago
General store soft mask
1 Year Ago
Added SoftMask
1 Year Ago
QA feedback changes for view model camera animations
1 Year Ago
Volumetric profile
1 Year Ago
Exposed maskable in MaskableGraphic (backported some newer unity UI stuff we dont have in our UI package, what could go wrong?)
1 Year Ago
Abyss pack + base pack styling
1 Year Ago
Refactor contributing health and mass values to BoatBuildingBlock so we can control values for each block type. Some cleanup. Add couple more test saves.
1 Year Ago
Merge: from main
1 Year Ago
Added Folding Wicker Bed Prop Setup all Folding Wicker Bed Prefab and Material Varients Imported Folding Wicker Bed Textures, Masks, LODS
1 Year Ago
Removed mono speaker mode option, convar is clamped anyway
1 Year Ago
Placeholder icons for boat building station, sail, steering wheel.
1 Year Ago
- Fix scientists not reacting to sounds when idle - New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
1 Year Ago
Fixed resolution dropdown being populated everytime you open the settings menu
1 Year Ago
increase shadow curve range
1 Year Ago
add controls for cloud shadowing amount
1 Year Ago
Remove previous temporay forced global disabling of RendererBatch
1 Year Ago
Merge: from benchmarking_update - Added Biome benchmark - Re-enabled other benchmark scenes - Deleted Terrain and FoliageGrid benchmarks, demo benchmark Tests: benchmark in editor and standalone client
1 Year Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
1 Year Ago
demoparent_fix -> main
1 Year Ago
Revert camera man file. Run the fixes through demo shot playback instead, turns out post bone rotation is just saved 'as is' rewlative to the target instead of bone relative.
1 Year Ago
Merge: from main
1 Year Ago
Merge: from item_pooling - Fixes bugs with pooling use - List<Item> leak and use-after-free Item use - Added tests Tests: unit tests + confirmed container corpses no longer leak List<Item> from pool