reporust_rebootcancel

135,483 Commits over 4,324 Days - 1.31cph!

1 Year Ago
Fixed beehive not generating honeycomb
1 Year Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
1 Year Ago
Missed files
1 Year Ago
Fixed info and loot panel issues
1 Year Ago
merge from fix_junkpile_despawn_delay -> main
1 Year Ago
Fixed weird colour issue on panel
1 Year Ago
merge from fix_optional_protobuf_effect -> main
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from cosmetic_flowers
1 Year Ago
Fix explosion effects being spawned in center of the map - ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
1 Year Ago
Enabled disabled LOD renderers. Set lod distances.
1 Year Ago
Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices - This leads to invalidating WaterInfo, which returns invalid info I need to extend tests to do checks with Entities, as this case/branch isn't covered currently Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.
1 Year Ago
bamboo scaffold test and textures
1 Year Ago
Merge from cosmetic_flowers
1 Year Ago
Added DLAA back to the graphics menu for testing the AMD crash
1 Year Ago
adjustments, clean up
1 Year Ago
Bugfix: replace Temp allocators with TempJob allocators for physics jobs - Added misisng resource cleanup This partially fixes test failures. Tests: ran the WaterLevel test checks
1 Year Ago
Merge from presets_editor/quality
1 Year Ago
Downscale claw decal textures, increase normal map intensity
1 Year Ago
Added some tooltips to hive info
1 Year Ago
chicken coop progress refined materials, renamed UV2 ao - lookin' juicy
1 Year Ago
initial grid setup - common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though - needs cleanup
1 Year Ago
Update: WaterLevel.GetWaterInfos - replaced a serial GetWaterInfoFromVolumes call with a batched one - should save us time by parallelizing physics checks, if they do get used This removes one of 2 "batch" TODOs in the method. Tests: ran unit tests, some are failing - will fix next.
1 Year Ago
Set dressing ziggurat monument continued
1 Year Ago
Max shadow distance text change. Added tooltip to shadow distance setting. Budge -> Budget typo fix.
1 Year Ago
Added tooltips
1 Year Ago
Update: added batched WaterLevel.GetWaterInfoFromVolumes - there's a number of inefficiencies - left TODOs to address later Continuing to propagate batching support upwards, only got 1 level left to swap out a serial query with batched. Tests: none, editor compile
1 Year Ago
Limit how often the client can call the Discord friends lookup endpoint Incrementally update Steam friends list based on persona state change events instead of polling every 15s Still do polling when the friends list UI is visible to make sure it's in sync
1 Year Ago
Further panel adjustments
1 Year Ago
merge from iocounter_settarget_fix
1 Year Ago
Fixed IO counter "set target" interaction description
1 Year Ago
- New deployed beehive lootpanel (wip) - New icons - New stats (not linked up) - Use input and output grids
1 Year Ago
Beehive Updated textures
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Added packed mask setup for exterior zigg pipes
1 Year Ago
Progress backup
1 Year Ago
Bump shadow cascades to four in max graphics preset
1 Year Ago
Merge from main
1 Year Ago
merge from ballista_mountchaining_fix
1 Year Ago
Update manifest, and change rUpdate manifest, and change ratio of trees markedatio of trees marked
1 Year Ago
Disabled mount chaining on the ballista, fixes the climb interaction showing up when near a ladder
1 Year Ago
skinned updated minicrossbow viewmodel mesh on vm rig and edited targetpoint and ironsight default point in viewmodel so the arrow shoots where expected when ADS
1 Year Ago
Removed some redundant settings, exposed extra ones in UI.
1 Year Ago
Have tiger mark the trees in their territory with their claw, serving as an early warning for players
1 Year Ago
Updated the deferred indirect lighting additional flags buffer to be cleared via a compute shader
1 Year Ago
fixed gibs import settings
1 Year Ago
Update: Added batched version of Vis.Components Still building up to engage it as part of main parallel logic. Also still need to cover with tests. Tests: compiles in editor
1 Year Ago
Merge from /main