reporust_rebootcancel

136,695 Commits over 4,474 Days - 1.27cph!

7 Days Ago
merge from game_room_dlc
7 Days Ago
Merge from main
7 Days Ago
Correct occupation-over values for all dweller jumpsuits (fixes naked underwater dwellers)
7 Days Ago
Supermarket freezer new sounds
7 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
7 Days Ago
Add _RRP multi_compile to all shaders with a forward pass
7 Days Ago
Remove _UsingRRP dynamic branch
7 Days Ago
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
7 Days Ago
S2P apartments
7 Days Ago
Add support for apartment rooms to only be spawned based on position instead of all the entities being baked into the monument's scene - stores list of entities to spawn inside a component attached to the output prefab - spawns them inside FindMapEntities() - fixes needing to run S2P when only the apartment room prefab is changed - reduces scene size from 175MB -> 75MB (unsure how that translates to actual RAM usage)
7 Days Ago
Abort the launch in the (unlikely) event the final lock-in search fails, prevents potentially locking up the event.
7 Days Ago
Bugfix(tests): remove test assertion that can sporadically fail Since we run some checks in parallel, some state results are unreliable Tests: ran unit tests as a batch and each in isolation
7 Days Ago
Manually force global broadcast, just incase - particularly for saves.
7 Days Ago
enabled censor on tank top (so skins don't reveal nudity)
7 Days Ago
merge from apartments_adminauth_bypass
7 Days Ago
Made apartment.adminapartmentnoclip a server variable instead Client compile fix, codegen
7 Days Ago
Fix darts throwing towards the player and bricking the darts board
7 Days Ago
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs Found a test that fails when run in isolation Tests: ran unit tests
7 Days Ago
merge from main
7 Days Ago
Bugfix(tests): use test state caches for PlayerState Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next Tests: ran AH perf and unit tests
7 Days Ago
Added logs in bootstrap when each step starts and ends, helps debugging issues
7 Days Ago
assigned temp baseplate to rock sculpture
7 Days Ago
Update: move generic AH state from BasePlayer to AH.PlayerState struct Tests: ran AH tests, perf tests failing (will fix next)
7 Days Ago
Fixed world setup in train tunnels test to make dwelling spawning work
7 Days Ago
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
7 Days Ago
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
7 Days Ago
Halloween costume prefab fixes
7 Days Ago
Create new livestock testing scene with ai enabled Setup cow movement speeds
7 Days Ago
Train tunnels test scene cleanup
7 Days Ago
temporary pack icon, set up shotguntrap as skinnable and hooked up gamesroom shotgun trap skin to it
7 Days Ago
crate texture update
7 Days Ago
Bugfix: add missing reset call for noclip states - also minor refactor Tests: ran unit tests
7 Days Ago
merge from oldconsole_purge
7 Days Ago
More unused code
7 Days Ago
Manifest update and collision for lockers damage stages
7 Days Ago
Remove more old unused code Removed legacy_erroroverlay
7 Days Ago
Fix safety delay not working with a potential range
7 Days Ago
Fixed the satellite prefab path for test commands
7 Days Ago
Enable saving on Satellite.entity again
7 Days Ago
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
7 Days Ago
Clean: minor refactor - remove dead prop - wrap unparentTime in prep for moving to it's own state array Tests: compiles
7 Days Ago
Manifest update
7 Days Ago
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
7 Days Ago
Bugfix(tests): use passed in array instead of global static when checking overlap with player Same bug as before but on a batched path - guess I was sleep deprived yesterday. Tests: ran all AH perf and unit tests - they pass
7 Days Ago
Bugfix(tests): use correct array when checking overlap with other player Fixes PerfIsFlying tests, gotta fix the batched now Tests: ran perf + unit tests
7 Days Ago
Fixed crash when closing dev tools
7 Days Ago
Move cathode volume component into project
7 Days Ago
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)
7 Days Ago
Assigned material to halloween costume
7 Days Ago
Fixing import warnings for haloween costume