reporust_rebootcancel

135,390 Commits over 4,444 Days - 1.27cph!

11 Days Ago
Hardcore tag styling
11 Days Ago
update apartment_complex_monument/prototype
11 Days Ago
Codegen + phrases + test gen
11 Days Ago
Allow water motion vector pass to be culled
11 Days Ago
Refine motion vector pass dependencies
11 Days Ago
Use a preference list for motion vector texture formats
11 Days Ago
Apartment lighting prefab WIP.
11 Days Ago
Optim: cache FogMachine invokes - StartFogging, EnableFogFieldCB, DisableNozzleCB, FinishFoggingCB There were invoked in StartFogging, which can oscilate with power. Tests: none, trivial changes
11 Days Ago
Softcore tag styling
11 Days Ago
Cast Iron Pan prop LOD0
11 Days Ago
merge from prototype -> apartment_complex_monument
11 Days Ago
tanker area sphere tank end
11 Days Ago
merge from main -> apartment_complex_monument
11 Days Ago
set raid windows on by default
11 Days Ago
Added the Grey Scale volume component and setup all the RRP volumes that needed it
11 Days Ago
remove old model & textures, update icon and guide mesh
11 Days Ago
Seperate tc softcore stuff into its own file
11 Days Ago
fix manifest
11 Days Ago
medium apartment coliision fix so we can get to the locker
11 Days Ago
Apartment lighting layer testers.
11 Days Ago
- Setup raid windows so they transfer UTC time from server -> client and client then resolves properly to their own timezone - Fix 'Raiding Allowed' and 'Raiding Blocked' vital notes from not poping up - Keep track of when the raid window opens via a syncvar on the gamemode entity
11 Days Ago
Optim: skip BeeSwarmMaster.StartDie call if already dying Saves on ActuallyDie invoke and allocation Tests: none, trivial change
11 Days Ago
Cherrypick CS 155224 (elevator deploy NRE)
11 Days Ago
Added softcore gamemode modal, opens when clicking on the softcore tag
11 Days Ago
Optim: avoid repeated invoke scheduling in BeeSwarmAI - SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling) - StartDie gets skipped if bees are already dying (saves Egress scheduling) Tests: none, trivial changes
11 Days Ago
Fix NRE when placing elevator
11 Days Ago
Rename animation specific menu items to be more descriptive. [MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")] [MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")] [MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
11 Days Ago
Bugfix: fix caching of DiveSiteBuoy.updateAction Tests: checked IL
11 Days Ago
Enable radial menu on apartment elevators only
11 Days Ago
Make radial menu for elevators opt-in
11 Days Ago
Layer shifting on large apartment & lighting prefab.
11 Days Ago
Optim: cache Sprinkler.DoSplash invoke Tests: none, trivial change
11 Days Ago
merge from game_room_dlc
11 Days Ago
Metas
11 Days Ago
merge from main
11 Days Ago
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
11 Days Ago
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke Tests: none, trivial change
11 Days Ago
Optim: cache ElectricBattery.TickUsage invoke Tests: none, trivial change
11 Days Ago
Fixed an issue with render pipeline global settings not being set after loading them from resources
11 Days Ago
tanker area sphere tank progress
11 Days Ago
Optim: cache ElectricBattery.AddCharge invoke Tests: none, trivial change
11 Days Ago
Merge from worldposiitongenerator_optim
11 Days Ago
Added the grain volume component and added it to all RRP volumes that needed it
11 Days Ago
Applied lighting prefab WIP to scene.
11 Days Ago
tanker area sphere tank progress
11 Days Ago
Optim: cache CoalingTower.CheckWagonLinedUp invoke Tests: none, trivial change
11 Days Ago
Optim: Cache StrobeLight.SelfDamage invoke Tests: none, trivial change
11 Days Ago
Optim: cache SamSite.WeaponTick invoke Tests: none, trivial change
11 Days Ago
mag drop, shell eject and mag visibitly added for M16a2 vm and 3p anims
11 Days Ago
More optimisations for missions WorldPositionGenerator Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds) Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)