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134,410 Commits over 4,444 Days - 1.26cph!

8 Days Ago
ornate frame canvas gloss tweaks, made less glossy
8 Days Ago
Fix building errors/toast messages not showing up when a teammate is holding a planner, when building preview is enabled
8 Days Ago
toned down wrinkles on canvas a bit
8 Days Ago
Bunch of skin viewer framing fixes
8 Days Ago
Fixed stacked steam items showing as one single item in the steam inv menu
8 Days Ago
fixed industrial auto turret laser position
8 Days Ago
merge from workshopskinnable_metal_shop_front
8 Days Ago
Fixed console logs using UTC time instead of local time
8 Days Ago
Metal shop front , set up for workshop. Changed to two materials - front and back
8 Days Ago
Fixed the popping issue with the wood stove. I was using meshlod on a mesh that had the number of materials change. I had to use RendererLod instead. That solved it.
8 Days Ago
Add support to break into rooms with a master key - one time use - takes 10s to break in - gives 5m access - can steal stuff from the rooms in that time - can let yourself out of the room if you are left inside
8 Days Ago
Update: use dirty indices for copy Test: none, trivial change
9 Days Ago
Glowing Wallpapers - ceiling stars update, initial setup for wall version
9 Days Ago
Update: propagate PlayerServerStates down to Antihack methods - updates unit tests for changed API Tests: unit & perf tests, ran around craggy
9 Days Ago
Add apartment master lock for breaking into apartments
9 Days Ago
added reverb settings and zones to all different apartment sizes
9 Days Ago
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
9 Days Ago
Remove root transform name from path to gibs, was unnecessary and caused trip ups
9 Days Ago
oxygen_ui_flicker_fix -> main
9 Days Ago
Proper fix for dodgy flickering oxygen vitals Caused because we aren't sending as many metabolism updates after the optimizations
9 Days Ago
merge from main
9 Days Ago
pooltable new mesh - texture wip
9 Days Ago
Cobalt Statue - New collider for the metal parts
9 Days Ago
Fix monument blockers spawning all their gib stages on death
9 Days Ago
Disable motion blur because it's still a little broken
9 Days Ago
Add a simple motion blur implementation
9 Days Ago
merge from bc_better_scaling
9 Days Ago
Fix gibbable paths on vent cage blocker
9 Days Ago
frontier hazmat warning spam fix
9 Days Ago
Merge from ssao
9 Days Ago
Fixed NaN water heights when the map has no land Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
9 Days Ago
fixed frontier hazmat skin constraint setup on right side
9 Days Ago
Added Deep Sea scene, turns the server into a deep sea
9 Days Ago
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
9 Days Ago
fixed mesh lod distance causing texture pop in
9 Days Ago
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering
9 Days Ago
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
9 Days Ago
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
9 Days Ago
Merge from u6fixes
9 Days Ago
Change default ADS sensitivity multiplier to 0.2
9 Days Ago
Potential fix for nav error logged during root motion
9 Days Ago
Use the new UnsafePass API for the motion vector pass
9 Days Ago
merge from u6fixes
9 Days Ago
Gamepad works again. More debug updates.
9 Days Ago
monumment blocker - vent -- merging gib parts back with main mesh
9 Days Ago
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
9 Days Ago
cobalt mosaic projected decal, material
9 Days Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
9 Days Ago
More fixes. Some debug commands.
9 Days Ago
Cobalt Statue - Moved prefab to the structures subfolder