reporust_rebootcancel

158,389 Commits over 4,566 Days - 1.45cph!

6 Hours Ago
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6 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
6 Hours Ago
merge from cui_blur_fix2
6 Hours Ago
Fixed allocations in SortBlurredLayers
6 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
6 Hours Ago
Merge from Wool_ArmourInsert
6 Hours Ago
merge from main
6 Hours Ago
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
6 Hours Ago
Unfuck merge
Today
merge from scrap_king_building_skin - raised colliders on roof overhang
Today
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
Today
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.
waterpistol_fix -> main
Fix waterpistol error during manifest generation
Today
scrap king - updated roof bottom edge colliders
Today
Per shadow split foliage culling test
Today
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
Today
merge from main
Today
Update: test list export Tests: none, trivial change
Today
Update: standardize ItemContainer.onItemRemovedFromStack calls - added auto test for storage monitor Removes a blocker for immediate item removal logic (and saves us headaches in the future) Tests: auto tests
Today
Today
merge from fruit_trees
Today
exported test anim for seagull land
Today
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
Today
Add SocketMod_Renovation Reno device can be deployed, successfully changing wall to door after a duration.
Today
merge from main
Today
Fix beehive.natural kill warning. Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
Today
merge from socialmenu_perf_fixs
Today
Virtualised the friend sections so we don't have a ton of prefab instantiated Changed the friends name sort to ordinal ignore case 1000 friends rebuild, menu opened: ~159ms -> ~14ms
Today
Subtract current wind swaying implementation for the apple trees. Going to explore doing this with a shader in the future instead as the current implementation can be expensive.
Today
update from main
Today
more keyframe code cleanup
Today
merge from seagull_update
Today
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Today
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Today
merge from render_pipeline_testing
Today
Merge from main
Today
potential fix for contacts mugshots weirdness on first render
Today
Prevent cows and bulls from pushing you when you lead them
Today
nuke more unused code
Today
-clean up input handling between dolly/director/sandbox -throw all demo session code into #if CLIENT -remove old timeline grid
Today
- fix invisble players after switching demoui2 scenes - fix baked animation clips not being cleaned up properly - fix weather settings not being applied - backup scene save files if they can't be read. - a bunch of curve editor fixes - clean up a lot of per frame updates for options that aren't needed
Today
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition Just one dangerous method left (plz no more) Tests: industrial + turret automated tests
Today
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup will need values adjusting - used wood as a base.
Today
merge from aibrain_sleep_spawn_fix
Today
AI movement tick is not ran on AI init if they are sleeping on spawn - long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
Today
Cinelight mesh fix
Changing the uzi stock now blocks other actions, like a reload Holstering before the stock change animation finishes cancels the stock change Fix animation issue when firing first shot upon entering play mode Fix admire animation not being cancelled Adjust ADS settings again
.meta file
Today
merge from cannon_dismount_rotation_fix