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139,666 Commits over 4,383 Days - 1.33cph!

1 Hour Ago
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
3 Hours Ago
Merge from terrain_renderer
3 Hours Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
3 Hours Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
4 Hours Ago
Merge from main
4 Hours Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
5 Hours Ago
Fix player footsteps playing when water wheel is moving too slowly for them to make sense Add additional water loop to match particle effects for water wheels being pushed by players while in water
6 Hours Ago
First pass on admin vending machine support
6 Hours Ago
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
Today
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Today
Fixed leftover faces from interior/exterior kiosk splits
Today
assign stage-break effect for wood-piles
Today
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Merge from main
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
Today
Merge from main
Today
power consumption set to a tentative 5
Today
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
Today
adjust bounds, move io input, add dismount on unpowered
Today
Bone armour female version update
Today
Bowless Crossbow - worldmodel and LODs
Today
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Today
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Today
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Today
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Today
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
Today
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
Today
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
Today
exported latest crossbow bowless viewmodel  anims and updated rig
Today
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Today
Fixing skinning for gingerbread man suit
Today
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
Today
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Today
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
Today
Fix croc diving and charging
Today
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
Today
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
Today
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
enable screen edge fade on eyeAO materials
Today
computer station IO setup - no IO for static computer stations
Today
add toggle for refraction screen edge fade behavior
Today
Fix croc swim speed
Today
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Today
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Today
Fix animals slowing down to a crawl when fleeing
Today
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
Today
Mannequin poses
Today
Fix a few shader compilation errors with rare variants
Today
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
Today
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes