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139,347 Commits over 4,383 Days - 1.32cph!

5 Days Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
5 Days Ago
adjust bounds, move io input, add dismount on unpowered
5 Days Ago
Bone armour female version update
5 Days Ago
Bowless Crossbow - worldmodel and LODs
5 Days Ago
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
5 Days Ago
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
5 Days Ago
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
5 Days Ago
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
5 Days Ago
exported latest crossbow bowless viewmodel  anims and updated rig
5 Days Ago
Fixing skinning for gingerbread man suit
5 Days Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
5 Days Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
5 Days Ago
Fix croc diving and charging
5 Days Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
5 Days Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
5 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
5 Days Ago
enable screen edge fade on eyeAO materials
5 Days Ago
computer station IO setup - no IO for static computer stations
5 Days Ago
add toggle for refraction screen edge fade behavior
5 Days Ago
Fix croc swim speed
5 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
5 Days Ago
Fix animals slowing down to a crawl when fleeing
5 Days Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
5 Days Ago
Mannequin poses
5 Days Ago
Fix a few shader compilation errors with rare variants
5 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
5 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
5 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
5 Days Ago
added a bunch more boat layouts for testing
5 Days Ago
Reduce guaranteed slots from defensive to 1
5 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
5 Days Ago
merge from render_pipeline_testing (reflection fix)
5 Days Ago
fix vclouds not showing up in water reflections in BiRP
5 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
5 Days Ago
5 Days Ago
Industrial Autoturret - Updated textures
5 Days Ago
Fixing skinning for lumberjack hazmat
5 Days Ago
New gesture animation polish pass
5 Days Ago
merge from waterwheel_deployable
5 Days Ago
fix label of new io info on item
5 Days Ago
Workbench level 2+3 loot panel assignment
5 Days Ago
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5 Days Ago
fixed missing texture on tier 2 workbench
5 Days Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
5 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
5 Days Ago
Mannequin fbx update
5 Days Ago
Merge from vital_icons
5 Days Ago
merge from main
5 Days Ago
Ton of general workbench client/server compile fixes
6 Days Ago
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