reporust_rebootcancel

139,671 Commits over 4,383 Days - 1.33cph!

Today
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Today
Merge: from main Will need to subtract some stuffs
Today
Remove conflicting shader directory
Today
Fix shader errors
Today
Set up layer structure in new prototype shader
Today
Split StandardLayers into types and functions
Today
merge from parent
Today
merge from main
Today
▊▉▆▌█▋▊▍▌▋ ▅▄▇█▋▅ ▌▆▇
Today
Cherry-pick new standard shader prototype
Today
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Today
Added support for custom light cookies when shadow caching is enabled
Today
Merge from terrain_renderer
Today
Merge from main
Yesterday
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Yesterday
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
Yesterday
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Yesterday
▌▅▋▊▊▊▌ █▍▆▅ ▇▄▊▆▌▉▍▍█▋▅▇▊▅▇▇▋▍▌▌▊▌▌▊
Yesterday
Merge from main
Yesterday
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Yesterday
Beancan override fixes
Yesterday
Fix terrain quality remapping
Yesterday
Fixed scientists using multiple masks at once, now matches main
Yesterday
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Yesterday
Merge from main
Yesterday
█▌▅▌▉▌
Yesterday
▍▉█▊▄▍▇ ▌▊
Yesterday
▇▇▋█▊▅▍ ▇█
Yesterday
▇▋▇▍▋▇▄▇▆▅▍▅
Yesterday
▌█▋▋▆▉▉▌
Yesterday
Stove stuff.
Yesterday
▋▆▍▍█▄▋▌ ▊▆▆▆
Yesterday
merge from networkgrid_iterationspeed_changes
Yesterday
Another null check in OnNetworkSubscribersLeave
Yesterday
█▋▉▇▄▉█ ▌▅▌▇▌▆▇ ▍█▅▋▍▇▊▉▋▄▇▆
Yesterday
▇▉▋▉ ▆▄▊▌▊▇ █▋▉▆▅▍▉▆▌▌ ▄▊ ▄▊▍▋▇
Yesterday
fix junkyard greencard spawning in desk
Yesterday
▇▍▇▄▇▆▋▌ ▇▊▍▅▅▆▋ ▋▊▄▋ ▄▌▅▋▍▋ █▊▍█▉▅▋▋▊▍▌▍█▆
Yesterday
Bowless Crossbow - texture update
Yesterday
merge from main
Yesterday
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
Yesterday
merge from render_pipeline_testing
Yesterday
work around issues causing fog to be incorrect/denser than it should
Yesterday
▄█▍▉▍▋ ▇▌▍▆ ▅▌▌▄
Yesterday
▉▅▆▇█ ▍▌▇▋▌▇ ▄▆█ ▊▊▆▍ █▄▄▍ ▉█ █▄█ ▌▌▄▇▇▉▇ ▇▇▆▊▍▆█▄▄ ▊▋▇▉█ ▍▍▄▌▅▆█▊▊▌▌██▄ █▊ █▄▉▌
Yesterday
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
Yesterday
Bugfix: more null checks around lazy created subscribers - utilities in BaseNetworkable - BaseEntity.SignalBroadcast (in case npc shoots outside of players range) - TreeManager.OnTreeSpawned (in case they spawn on an empty server) Tests: none, trivial changes
Yesterday
Merge from main
Yesterday
Basic entry point calculation so it lands approx near target spot
Yesterday
Stove WIP & related materials.