reporust_rebootcancel

126,686 Commits over 4,109 Days - 1.28cph!

31 Days Ago
merge from new_menu
31 Days Ago
Featured tab now spawns stuff
31 Days Ago
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
31 Days 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
31 Days Ago
M15 pistol - Updated WIP textures
31 Days Ago
remove dumb thing
31 Days Ago
General store layout fixes
31 Days Ago
fix signed/unsigned mismatch warning
31 Days Ago
mac fix + line endings
31 Days Ago
Soft mask setup for play menu
31 Days Ago
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
31 Days Ago
Added 4K Cinematic Compass Textures
31 Days Ago
merge from main
31 Days Ago
Also fix fps.limitinmenu capping fps when inside the workshop editor
31 Days Ago
Tweaked the store overlay pages blur
31 Days Ago
Bootstrap version of Roboto regular font Polished the bootstrap text sizes
31 Days Ago
New blur to the quit modal
31 Days Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
31 Days 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
31 Days 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
31 Days 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)
31 Days Ago
Using roboto on: generic popup body, settings tooltips, skin modal description
31 Days Ago
wind vector can be changed over time
31 Days Ago
Applied Roboto Regular on store overlay pages
31 Days Ago
Added Roboto Regular font (non condensed version)
31 Days Ago
Created and Setup Compass Icon
31 Days Ago
General store soft mask
31 Days Ago
Added SoftMask
31 Days Ago
QA feedback changes for view model camera animations
31 Days Ago
Volumetric profile
31 Days Ago
Exposed maskable in MaskableGraphic (backported some newer unity UI stuff we dont have in our UI package, what could go wrong?)
31 Days Ago
Abyss pack + base pack styling
31 Days 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.
31 Days Ago
Merge: from main
31 Days Ago
Added Folding Wicker Bed Prop Setup all Folding Wicker Bed Prefab and Material Varients Imported Folding Wicker Bed Textures, Masks, LODS
31 Days Ago
merge from new_menu
31 Days Ago
Removed mono speaker mode option, convar is clamped anyway
31 Days Ago
Placeholder icons for boat building station, sail, steering wheel.
31 Days 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
31 Days Ago
merge from new_menu
31 Days Ago
Fixed resolution dropdown being populated everytime you open the settings menu
31 Days Ago
increase shadow curve range
31 Days Ago
add controls for cloud shadowing amount
31 Days Ago
Remove previous temporay forced global disabling of RendererBatch
31 Days 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
31 Days Ago
demoparent_fix -> main
31 Days Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
31 Days 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.
31 Days Ago
Merge: from main
31 Days 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