reporust_rebootcancel

153,415 Commits over 4,536 Days - 1.41cph!

2 Months Ago
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
2 Months Ago
Consistent icon sizing for animation buttons
2 Months Ago
Camera scroll zoom shift tooltip
2 Months Ago
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay Original implementation made it very difficult to discern anything in enclosed spaces Tests: used it in apartments
2 Months Ago
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
2 Months Ago
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
2 Months Ago
Update blast door blocker to use RendererLOD
2 Months Ago
Fixed streetlight volumetrics hue not propagating. Pop fix. S2P.
2 Months Ago
Added sounds to charm equip/unequip and code tweaks
2 Months Ago
Merge from MonumentBlockers2
2 Months Ago
Filter skins by name
2 Months Ago
blast door blocker added
2 Months Ago
WIP stacked tables/desks monument blocker
2 Months Ago
Occlusion tweaks & shadow priority improvements. Removed distance flares from basement assets. S2P
2 Months Ago
Bigger button style in scroll views
2 Months Ago
Final light tweaks & polish fixes. S2P.
2 Months Ago
Workshop skins now loading correctly with their icon
2 Months Ago
Market lighting tweaks for the changed layout.
2 Months Ago
Update(editor): use same color for lod level of occludee when rendering ss bounds - also added memoization of lod level Tests: none, trivial change
2 Months Ago
Fixed RidableHorse ProtectionProperties leak
2 Months Ago
Update(editor): use different colors for visualizing occluidee screen-space bounds Red for dynamics, cyan for statics, purple for grid Tests: visualized swing - saw all 3 colors
2 Months Ago
Prefab cleanup.
2 Months Ago
Bugfix(editor): fix dynamic occludees rendering sphere in LS, instead of WS - use cached location to help detect slow updates to dynamic occludees Tests: visualized bounds of swing seats - they're no longer at origin
2 Months Ago
Fixed some conduits that didn't line up to light fixtures anymore.
2 Months Ago
More lighting polish.
2 Months Ago
Merge: from main
2 Months Ago
Button style changes
2 Months Ago
Piano v4 animation updates
2 Months Ago
Lighting prefab improvements.
2 Months Ago
merge from main
2 Months Ago
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
2 Months Ago
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
2 Months Ago
scene update
2 Months Ago
- Added overlays to scene and Overlay cycle and hide script, set up cycle button - new composition button now cycles through intial set of options
2 Months Ago
Remerge of before due to submit race
2 Months Ago
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
2 Months Ago
bear desc update
2 Months Ago
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
2 Months Ago
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
2 Months Ago
Bugfix: fix initialization race of LODComponent on whether it's dynamic or not - Now both ToggleDynamic and OnEnable can initialize managers+occlusion When loading from network snapshot, it was toggling dynamic state before it initialized managers, leaving it in a half-dynamic, half-static state Tests: spawned a copy paste boat, all entities were present. Flew out of net range and back - all's there
2 Months Ago
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
2 Months Ago
Bunch of cleanup and refactor iterating,
2 Months Ago
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2 Months Ago
merge from storepage_glowingwallpaper
2 Months Ago
Updated all media with individual shots for each wallpaper
2 Months Ago
Merge: from main
2 Months Ago
Convert the various tools made last week into a new unified SceneChecker window Scans the scene once, runs everything though a selection of SceneCheck classes Can add new checks by just deriving from SceneCheck, will automatically get picked up Can filter each check in the window with a number beside the filter to see Added a check to find RendererLODs that can be converted to MeshLODs