reporust_rebootcancel

158,934 Commits over 4,597 Days - 1.44cph!

11 Days Ago
simple_creator_v2 -> main
11 Days Ago
main -> character_customisation (breaking)
11 Days Ago
merge from main
11 Days Ago
Compile fix
11 Days Ago
Added new locomotion and vocal sounds to the Seagull anims
11 Days Ago
New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes
11 Days Ago
Merge: from websocket_merge_write - Optim: reduce rustrelay tcp packet overhead Tests: booted local relay server, didn't see errors during streaming
11 Days Ago
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit This time on correct branch Tests: booted local relay server, didn't see errors during streaming
11 Days Ago
reduced SenseComponent overhead by about half - only gather eye information once per tick rather than per entity - reduced redundant calls into CanTarget
11 Days Ago
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit Tests: booted local relay server, didn't see errors during streaming
11 Days Ago
adding blink animations to all customizer anims
11 Days Ago
Commit some texture .meta that keep popping up
11 Days Ago
Merge from vcc
11 Days Ago
Fixed the additive billboard shader rendering when using an orthographic projection
11 Days Ago
scrap king - updated stair blocks and colliders
11 Days Ago
setting up rifle viewmodel prefab/anims
11 Days Ago
Reword and invert the inventory/crafting dpad convar and UI description so it's not confusing as fuck
11 Days Ago
Merge from dpad_crafting
11 Days Ago
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11 Days Ago
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11 Days Ago
Merge from render_pipeline_testing
11 Days Ago
Added support for the scene view wireframe overlays in RRP
11 Days Ago
scrap king - block updates
11 Days Ago
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11 Days Ago
Missed a file with 168870
11 Days Ago
merge from dynamiclod_parenting_fix
11 Days Ago
Fixed light occludees and LODs not being marked as dynamic when their entity is parented. Setting an entity dynamic only reached active children, so inactive renderers stayed static Fixes lamps on player boats disappearing after moving away from where they were switched on
11 Days Ago
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Submitting WIP work on random room small A to switch branches
11 Days Ago
Fixed the lighting on the confetti particles
11 Days Ago
wip
11 Days Ago
merge from automated_testing
11 Days Ago
Removed TestMethodAsync, we use TestMethod for all test methods now
11 Days Ago
Building block tests checking the roof overhangs only block deployables
11 Days Ago
scrap king - ramps gibs updated
11 Days Ago
merge from main
11 Days Ago
Fixed lights switched on beyond their culling distance flashing at full brightness before turning off
11 Days Ago
merge from ambientlight_lod_fix
11 Days Ago
re-order and split checks in Trans_HasThreatTarget so that female livestock don't run any targeting checks, large part of idle fsm cost
11 Days Ago
Merge: from lifestoryworkqueue_nre_fix - Bugfix for ObjectWorkQueue processing destroyed UnityEngine.Objects Tests: ran unit tests
11 Days Ago
merge from skinviewer_cartbutton_fix
11 Days Ago
Fixed skin viewer showing a cart button when open from the steam inventory
11 Days Ago
New(tests): add a bunch of sanity unit tests for ObjectWorkQueue Tests: ran unit tests
11 Days Ago
Smoother transition between viewmodel and predicted grenade when dropping
11 Days Ago
Bugfix: ensure right operator== is invoked when checking work items Tests: booted craggy
11 Days Ago
Merge from main
11 Days Ago
- Ensure the client can accurately figure out the network lod of an entity rather than guessing - Make startId/gridSize/baseCellSize constants iin the grid rather than being in the prefab
11 Days Ago
code clean up
11 Days Ago
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11 Days Ago
scrap king block updates