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134,527 Commits over 4,293 Days - 1.31cph!

5 Minutes Ago
setup 3p shield anims and applied to player animation.controller
11 Minutes Ago
reactive target unstuck-ing force trigger collider
14 Minutes Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
14 Minutes Ago
Merge from naval_update
15 Minutes Ago
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible - Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them - Fix scientists throwing grenades while searching or while being surprised
28 Minutes Ago
Easel code cleanup
41 Minutes Ago
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime - breaking as this doesn't match CSV template Tests: none, compiles
50 Minutes Ago
Update: WorkQueueProfiler now sends an extra aggregate record for queues We could aggregate it on the backend, but that would mean sending through potentially a hefty amount of empty records Tests: compiles
50 Minutes Ago
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
52 Minutes Ago
Charcoal Comp Box - blockout prefab configuration
55 Minutes Ago
Merge from main
55 Minutes Ago
Merge from naval_update
1 Hour Ago
Folder structure for rentable shop kiosks + temporary trim planning textures
1 Hour Ago
Signage LOD NRE guard
1 Hour Ago
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup Tests: none, trivial changes
1 Hour Ago
dance animation updates
1 Hour Ago
Update: extracted PersistentObjectWorkQueue.TelemStats into WorkQueueTelemStats - made ObjectWorkQueue populate it - every queue now always logs it's budget time, even if it has no work to run (so that we can estimate budgetted/total time %) Opens it up for use in custom queues as well, but I'll cross that bridge later Tests: compiles
1 Hour Ago
Dropped item fix
1 Hour Ago
updated skins list - silly horse mask was set to wrong steam id
1 Hour Ago
some vertex normal weights polish on doorway and window blocks added doorway and window blocks projected decal for the bone ornaments crypt bones decal projector files/textures
1 Hour Ago
Fix pool leak
2 Hours Ago
Bugfix: ensure Runtime profiler reports WorkQueue and Invokes from the same frame - moved it's logic to be invoked via PostUpdateHook.OnLateUpdate, rather than slamming it directly into PostUpdatehook internals Previously invokes would be from last frame, while work queues would be from current. It's still a little wrong, as we're reporting it as data from last frame - but at least it's consistently wrong Tests: none, will deal with any fallout later
2 Hours Ago
Merge from artist_pack_dlc
2 Hours Ago
Merge from main
3 Hours Ago
Update: rejig a couple parts of TelemStats to simplify code Tests: compiles
3 Hours Ago
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup - Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
3 Hours Ago
merge from main
4 Hours Ago
Add DecalOffset component to allow decals to be offset along their relative y-axis Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
4 Hours Ago
merge from main
4 Hours Ago
Updated Horse Mask LODs
4 Hours Ago
3p jump mid air anim exported after editing and assigned to playeranimation controller
4 Hours Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
5 Hours Ago
Deleted extra icon
6 Hours Ago
foundation triangle crypt displays correct wall type
Today
Fixing ak 47 anims not having tanslation baked into prop bones
Today
Merge from sails_motion_vector_fix
Today
re-applied crypt building grades to blocks post merge
Today
Upgrade Standard-Wind shader to match Standard Use Standard-Wind for sails to fix motion vectors
scientist_boats_gameplay_pass_4 -> main
Compile fix
scientist_boats_gameplay_pass_4 -> main
main -> scientist_boats_gameplay_pass_4
Use setup the correct starting rotation when mounting a turret
Today
Merge from workcart_leak_fix
Run camera animation stuff in update rather than messing around with invokes or seat overrides
- Fix head animations not working in build on the PT Turret - Stop get eye override cycling calling itself in some scenarios - Ensure IsEmpty is also set when jumping off a reloading turret - Remove Interface for mounted weapons - just look at the mounted weapon script instead
Today
fix PT boat turret movement sounds recycling too aggressively (fixes silent rear turret movement) fix PT boat turret dryfire sound spamming add light toggle sounds to PT boat (just playing flashlight on/off currently)
Fix paintball and pistol ammo english strings
Today
fixed signal computer scale genericspawnpoint now draws meshfilters at correct rotation/scale/position regardless of nested depth in prefab
Today
Add `client.receivelatency` cvar to simulate latency/ping for debugging.