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138,625 Commits over 4,352 Days - 1.33cph!

Yesterday
fixed toolgun offset issues
Yesterday
Wall alt versions. Scene backup.
Yesterday
merge from render_pipeline_testing
Yesterday
merge from main
Yesterday
Removed temporary materials. Started second pass on Kiosk A
Yesterday
merge from autoconnect_menu_fix
Yesterday
merge from main
Yesterday
Moved t+autobench switch after OnMenuLoaded as well
Yesterday
CurrentVersion.cs
Yesterday
Shotgun traps and flame turrets are destroyed on boat death
Yesterday
Meta files
Yesterday
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Yesterday
Various code auto updates, part 6 (third party)
Yesterday
Various code auto updates, part 5
Yesterday
Various code auto updates, part 4
Yesterday
Various code auto updates, part 3
Yesterday
Various code auto updates, part 2
Yesterday
Various code auto updates, part 1
Yesterday
Update to rps, victory and beat chest gestures
Yesterday
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
Yesterday
TMP auto upgrade (this needs applying upstream)
Yesterday
Baseline (ProjectVersion, Packages, MultiplayerManager)
Yesterday
easter wallpaper texture update
Yesterday
minor tiling fix on one of the easter wallpapers
Yesterday
added descriptions to all the wallpapers, engine file update
Yesterday
fixed bandit relaxed idle issues
Yesterday
merge from new_console-ui
Yesterday
Better background blur shader, only used by the F1 menu for now
Yesterday
fixed hand clipping on slot machine
Yesterday
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
Yesterday
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
Yesterday
some more model breakdown/rebuilding in prefabs
Yesterday
Increased size of triangle ladder hatch col.
Yesterday
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
Yesterday
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
Yesterday
merge from easter2026_dlc/bunny_bc
Yesterday
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
Yesterday
Added back error overlay toggle in the tools tab, it flips the convar
Yesterday
Fixed NRE when clicking on vehicle buttons in the main menu
Yesterday
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
Yesterday
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
Yesterday
Mergee from chainsaw_hotspot_gathering
Yesterday
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)
Yesterday
Fix NRE when attacking resources with explosives
Yesterday
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
Yesterday
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
Yesterday
Silly horse mask repose/partial prefab setup
Yesterday
Merge from main
Yesterday
Clean(tests): consolidate network-range-distance calculating logic Got tired of fixing it up manually in every test Tests: ran unit tests, some still fail (likely due to out of network grid bounds cases)
Yesterday
Reorder samplePosition arguments to be consistent with unity