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144,729 Commits over 4,444 Days - 1.36cph!

Yesterday
Apply PoolAnalyzerNonCaching attribute to a bunch more methods that are used with pooled arguments and are known to not cache them - Vis.Entities, GamePhysics.Trace / Overlap etc. - Found and fixed two more (small) pool leaks Also found an existing PoolAnalyzer issue, flagging a false positive MissingFree when there's an early return inside a try and the finally contains the free. - Updated the analyzer to correctly catch this edge case, added some tests to confirm
Yesterday
Reworked the reload after anims changes
Yesterday
Remove MenuOption thing I was testing
Yesterday
Enable position on mailbox slide entity
Yesterday
Text expands if the icon link is disabled Clearing anim polish
Yesterday
Modify EntityItem_RotateWhenOn to also support moving position
Yesterday
Swap one of the prop mailboxes for a entity mailbox in apartment_complex_core.prefab
Yesterday
Yesterday
Make entity version of apartment mailbox + relevant code
Yesterday
Rotated dart animations to be facing the correct direction
Yesterday
compiler fixes
Yesterday
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering Disable biome layer on the number materials, did not appear to be doing anything
Yesterday
Midlength test setup
Yesterday
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Yesterday
Notifications can hold more text, they auto scale to fit
Yesterday
Fixed light collider oddities.
Yesterday
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Yesterday
Rebuild manifest Remove duplicate part visibility rule on m16a2 entity
Yesterday
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Yesterday
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Yesterday
Make the RRP toggle a saved ConVar
Yesterday
Merge from main
Yesterday
Notifications: - Fixed scroll not working - Fixed clear all button text wrapping issue Prefabed everything, cleanup
Yesterday
Fixes
Yesterday
Configured custom tone mapping setting for all main camera post process volumes
Yesterday
Updated FBX with new poncho fur fix. updated prefab with new fbx.
Yesterday
Added new Custom mode for tone mapping in RRP
Yesterday
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
Yesterday
fixes and improved QoL - starting and ending game happens in interact menu of the board, not the mountable mat - updating score timer happens when you step on and off mat, so stepping off pauses the timer and doesnt ruin leaderboard run - fixed scoring issue on winning turn - added game over panel to score panel, otherwise there was no indication a game was done - fixed UI to show loaderboard time instead of scoring (as scoring is now in world) - mounting/dimounting sends network update to board, so it can display changes on clients - added player name to score cards - fix playerdata states not being set properly
Yesterday
Additional logging
Yesterday
monument blocker - collapse: combined and cleaned up assets
Yesterday
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
Yesterday
merge from main
Yesterday
Tweaks to LOD textures for crew cut, ponytail and bun
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Pre-thruster testing... test
Yesterday
CLAUDE.md (redirects to .github/copilot-instructions.md)
Yesterday
handling max-triangles length properly
Yesterday
Add blue noise dithering (but don't use it yet)
Yesterday
Convar'd and refactored a bunch of stuff for easier tweaking and testing.
Yesterday
temp fix
Yesterday
Fixed strobe light medium speed flag clashing with the IO short circuit flag
Yesterday
merge from main
Yesterday
Fixed inspecting in the skin viewer not working, it was only working if the bind was strictly set to inventory.examineheld
Yesterday
texture polish on industrial barricade, temporary emissive setup (will switch to UV2s for proper em)
Yesterday
Fixed GetButtonsWithBind not finding binds when giving it the full command with args Fixes NeedsKeyboard not letting AllowedBinds go through (fixes binds not working in painting UI)
Yesterday
Communal space dressing progress Dark debris kit prefabs Separate planter prefabs Mesh fixes
Yesterday
combined lower and upper part of the monument blocker collapsed. Separated gibs into wood, metal & concrete