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140,349 Commits over 4,383 Days - 1.33cph!

16 Minutes Ago
Updated gesture polish pass
39 Minutes Ago
Swap custom vending machine to the alternate design. Everyone will revolt if we need to scroll to see all vending orders in a shop
41 Minutes Ago
Fixed casting shadow issue
1 Hour Ago
Icepick volume changes
1 Hour Ago
Initial customer vending panel wireframe
1 Hour Ago
Prototype terrain holes using stencils for better resolution Create terrain only depth prepass (also stops unity overwriting stencil state) after HoleShape pass where stencil mask is written Change terrain shader depth test to Equal (failing where prepass stencil test fails) Change hole renderer to use cubes or triangle prism configs Add HoleShape assets for minimal cube and triangle prism vertex positions and triangles Dynamically duplicate HoleShape meshes (with vertexID based instancing) to meet min vertex count for efficient instancing Improve HoleShape inspector with adjustable sliders
1 Hour Ago
More Large Apartment Kitchen Cabinet and Cupboard Paint Mask Tweaks
1 Hour Ago
added missing deploy anim events to the tools anim clips
2 Hours Ago
wip industrial crafter support for upgrades
2 Hours Ago
Updated defensive workbench description (Now clearer it doesnt work on everything)
2 Hours Ago
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2 Hours Ago
Fix third person player sounds not working correctly in spectator mode Fix previous commit breaking the cycling order of the camera viewmodes
2 Hours Ago
Merge from workbench_upgrades
2 Hours Ago
Fixed main menu social button considered visible all the time, causing friends menu to rebuild every 15s Fixed persona change triggering full friends list rebuild fixes stutters mid game for players with large friend lists
2 Hours Ago
Set item ownership for bonus items
3 Hours Ago
removed 4 frames off the 3p SAP reload anim clip to match viewmodel reload timing
3 Hours Ago
Prisoner hood ragdoll fix
3 Hours Ago
exported edited pick axe 3p anims
3 Hours Ago
Dart animation exports on new rig
3 Hours Ago
Got the new UI set up for the LOD Baker tool to support multiple source meshes
3 Hours Ago
merge from /mfm (merge from main)
3 Hours Ago
Codegen, proto gen Manifest
3 Hours Ago
Merge from main Keep source on generated stuff Keep main version of ParticleTestMap Merge automatically: Sceneloader.Monuments.cs, engine.json, InvisibleVendingMachine.cs Bump ApartmentRoom proto to 227 to avoid id collision with Workbench
3 Hours Ago
Merge from workbench_upgrades
3 Hours Ago
Merge from main
3 Hours Ago
Efficiency workbench upgrade now creates bonus item with the same skin as the source item.
4 Hours Ago
compile fix - missing debug ifdef around test fixture
4 Hours Ago
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
4 Hours Ago
merge from automated_testing_ocean
4 Hours Ago
Adding in talk animations for general and host gestures
4 Hours Ago
Large Apartment Kitchen Cabinet and Cupboard Paint Mask Tweaks
4 Hours Ago
main -> vendingmachine_ui_refresh
4 Hours Ago
merge from main
5 Hours Ago
Merge: from stableobjectcache_taa_nulls - Update: Replaced StableObjectCache with StableObjectArray, updated TriggerParent, Projectiel batching and server player processing to use it - Bugfix: fix for "Adding null to TransformAccessArray" warning Tests: unit tests, 2p session on Craggy with jumping on boat, shooting, conencting-disconnecting
5 Hours Ago
Merge: from main
5 Hours Ago
undo subtract on the correct branch
5 Hours Ago
subtract, these changes were supposed to go on a sub branch :facepalm:
5 Hours Ago
Implement blending between 3 load anims based on angle, remove pitch/IK blend curves until its stable, abstract creating/releasing reload handles
5 Hours Ago
Update(tests): add validation of StableIndexLookup to StressTest Tests: ran unit tests
5 Hours Ago
npc updated animations
5 Hours Ago
Clean: delete StableObjectCache, no longer in use - fixed up const references that I missed Tests: compiles
5 Hours Ago
Update: add missing NativeDisableParallelForRestriction to BasePlayerJobs.RecacheTransforms Tests: none, trivial change
5 Hours Ago
merge from analytics_memory_alloc_optims
5 Hours Ago
Update: rewrite projectile batching to use StableObjectArray instead of StableObjectCache - internal statics are now initialized and cleaned up on client connect/disconenct (+ scripts reload) - had to sprinkle container access checks due to indirection This was the last user of StableObjectCache, will rip it out next Tests: ran unit tests, 2p craggy test with shooting (confirmed fly by effects, ricoches still happen)
5 Hours Ago
Machete inventory sounds added
Today
more info in drag table test
Today
added missing deploy/reload anim events to weapon anim clips
Today
Update: rewriten TriggerParent to use StableObjectArray instead of StableArrayCache - ran codegen - made DisposeInternalState run on assembly reload Tests: built a boat, jumped on off - no issues (except the boat not moving, but a separate bug)
Today
Visual spawn points wb1 test
Today
Bugfix: ensure PlayerTransformsAccess stays in sync with PlayerCache when players are removed - also removed safety if as it's obsolete after recent change to cleanup player before shutting down the server Tests: had 2nd client connect-disconnect to me on Craggy (though technically it's not enough, I'm relying on unit test logic)