reporust_rebootcancel

132,953 Commits over 4,293 Days - 1.29cph!

10 Months Ago
Clean: add a comment Tests: none, trivial change
10 Months Ago
Updating skinning on outbreak scientist
10 Months Ago
progress on working underwater effects for rivers/lakes also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
10 Months Ago
Remove blank line
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
merge from fix_tc_corpse_building_split -> main
10 Months Ago
Fix deployable corpses (specifically TCs) losing their attached building when the building splits - try to find closest building block, fallback to the largest of the splits
10 Months Ago
Add a branch highlight instead of DDraw, disable cylinder on the vine launch point
10 Months Ago
Update prefab with new model
10 Months Ago
Kapok tree progress
10 Months Ago
merge from fix_lock_ownerid_debris -> main
10 Months Ago
Fix lock not saving ownerid for deployable debris
10 Months Ago
merge from softcore_update -> main
10 Months Ago
merge from cinematic_export_pipes -> main
10 Months Ago
Fix pipe not being baked if selecting the renderer of the pipe instead of root of pipe
10 Months Ago
Change output directory from `Assets/Cinematic` -> `Assets/Media`
10 Months Ago
merge from main -> cinematic_export_pipes
10 Months Ago
merge from copy_paste_clientside_fixes -> main
10 Months Ago
Fixed `killbox` command skipping entities it should delete instead of the other way around Prevent `killbox` from killing players on the server
10 Months Ago
Print out "Pasted 5 entities" in F1 console
10 Months Ago
merge from main -> copy_paste_clientside_fixes
10 Months Ago
Set softcore max team size for 4 - also limits 4 players per TC and turret
10 Months Ago
Fix another NRE from wounding in softcore
10 Months Ago
Changeset 117626 optimizations (river / rail / road intersections)
10 Months Ago
merge from softcore_update/deployable_corpse
10 Months Ago
Fixed corpse data request issues Cleanup
10 Months Ago
Add texture streaming support to indirect instanced rendering
10 Months Ago
Test shelves - added small wall mounted shelf and big wall mounted shelf (using ali's prefab and the standart shelf prefab respectively for now)
10 Months Ago
merge from softcore_update/deployable_corpse
10 Months Ago
Enabled condition on TCs, so their corpses can be picked up broken
10 Months Ago
Fixed corpse pickup an open interaction using CanBuild instead of IsAuthed
10 Months Ago
merge from softcore_update/deployable_corpse
10 Months Ago
Fixed corpses not being oriented properly when falling
10 Months Ago
Updated workshop OBJ models - Water purifier, Garage Door, Vending machine, Long Tshirt, Tshirt, Reactive Target, Table, Stone Hatchet, Stone Pickaxe, Spinning Wheel, Thompson, MP5
10 Months Ago
Update: translate ValidateMove to batched ValidateMoves Internally it's the same logic for now, as I've yet to properly intergrate TickInterpolatorCache and need to convert a lot of internal methods Tests: played back staging demo - got same numbers and no new errors
10 Months Ago
merge from softcore_update/deployable_corpse
10 Months Ago
Added ignoredEntity support to DeployVolumeOBB, fixes corpses hitting themselves when looking for valid pos Show the placement error when attempting to repair a corpse on an invalid pos Fixed sleepers not blocking corpse repairing Cleaner checks
10 Months Ago
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10 Months Ago
Update: made some caches stable across frames Tests: played back staging demo - no new errors and stats match expected
10 Months Ago
Corpses landing on invalid positions aren't killed anymore, they're just not repairable This prevents loot from being destroyed
10 Months Ago
Clean: simplify call Tests: none, trivial change
10 Months Ago
vertical_storage_test
10 Months Ago
wall shelf deployable for Mauro
10 Months Ago
Merge: from parallel_validatemove Tests: none
10 Months Ago
Merge: from parallel_validatemove - bugfix for invalid transforms in the cache - fallout from previous bugfix Tests: played back staging demo - counts as expected and no more errors about transform cache inconsistency
10 Months Ago
Bugfix: fix transform cache rebuild loop Previously threw away dirty indices too early, missing on some player cache changes Tests: played back the staging demo - no more error logs about transfomr cache inconsistency
10 Months Ago
Update: consolidate debug logic - Also ValidatePlayerCache fixed to actually check for native-null players I'm hoping I won't need this after tomorrow, but keeping it fixed to use for testing on staging for a bit Tests: ran through the staging demo - notifced it's picking up an issue from the prev merge, will fix shortly
10 Months Ago
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