reporust_rebootcancel

154,401 Commits over 4,536 Days - 1.42cph!

Yesterday
Fixed workbench recipes not resetting between domain reloads
Yesterday
Fixed the item definition short name mismatch error on item definitions appearing while editing the shortname, as it would make you lose keyboard focus
Yesterday
New recipe - brioche bread (25% buff on bread stats, also requires 2x eggs and 4x cream)
Yesterday
quick_join_fix -> main
Yesterday
Merge from decal_renderlod_collapsing
Yesterday
Merge from legacy_anim_deletes_oct_2026
Yesterday
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Yesterday
Remove paintball gun anims
Yesterday
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
2 Days Ago
Added subsystems to knives and one handed melee weapons
2 Days Ago
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times
2 Days Ago
Codegen
2 Days Ago
Make sure that disabling room occlusion after enabling it cleans everything up - we want all face definitions to be destroyed after disabling so we can re-initalize everything properly - if initialization fails, only try once instead of getting stuck trying every frame
2 Days Ago
Fix the quick join menu not showing any entries
2 Days Ago
ladder hatch updates
2 Days Ago
merge from reactivetarget_rcturret_fix
2 Days Ago
Fixed remotely controlled turrets not able to hit reactive targets with bows
2 Days Ago
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2 Days Ago
Add achievements for: - Putting a note in another players mailbox - Purchasing from the travelling vendor - Starting a satellite crash event
2 Days Ago
Set all hatchets up with subsystems for better movement in locomotion
2 Days Ago
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2 Days Ago
merge from Frog_Branch
2 Days Ago
merge from Jellyfish_branch
2 Days Ago
merge from jellyfish_movement -> Jellyfish_branch
2 Days Ago
alien costume description
2 Days Ago
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
2 Days Ago
Optim: have HttpImage unload their images when store tabs are hidden Need to go through all the screens and verify they get unloaded correctly Tests: inspected general tab's grid contents while being ingame and toggling menu
2 Days Ago
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
2 Days Ago
Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)
2 Days Ago
protection setup on rocks and foundations
2 Days Ago
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
2 Days Ago
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
2 Days Ago
Merge from distance2d_fix
2 Days Ago
holster update
2 Days Ago
Skip the Y component subtract in Vector3Ex.Distance2D
2 Days Ago
flexbox_outofrange_nre -> main
2 Days Ago
armoured ladder hatch gibs
2 Days Ago
Fix Flexbox Out of Range error
2 Days Ago
- Fix Distance2D methods in BaseEntity returning 3D rather than 2D distance. Replace usages of these with the 3D distance to not change previous behaviour, all look like they work well enough despite having used 3D distance all along - Change Distance2D in Vector3Ex to return Magnitude2D of both vectors rather than the 3D distance calculation with discarded Y components. Remove the "replace this" comment
2 Days Ago
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
2 Days Ago
wip test fixes
2 Days Ago
merge from painting_fixes
2 Days Ago
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion
2 Days Ago
Add a neutral light option in the painting ui, accessible behind a convar `paint.neutralLighting` - only works with rrp enabled - overrides all light settings to a neutral studio light so current scene lighting conditions do not affect the preview object
2 Days Ago
Updating frog rig skinning
2 Days Ago
Add achievement for distance travelled via vine swinging Add dictionary for lifestory generic stats for faster setting and value lookup Make genericStatKey on LifeInfographicStat non serialized as it's only ever set at runtime
2 Days Ago
Optim: HttpImage - mode texture decoding to worker threads - added WebUtil.DownloadTextureTemp that uses DownloadHandlerTexture - disabled texture activation rate limit Now only a tiny hitch is present Tests: navigated to store General tab
2 Days Ago
Optimised squirrel mesh and added LODs. updated squrrel textures and set up new material. moved old textures
2 Days Ago
Cleanup network subscription logic so it all happens in a single place