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140,041 Commits over 4,383 Days - 1.33cph!

13 Days Ago
merge from main
13 Days Ago
stripped back workbench 2, added new corpse
13 Days Ago
Cleanup
13 Days Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
13 Days Ago
Update prefab MetalIceVest
13 Days Ago
IceMetalChestplate and IceMetalFacemask setup
14 Days Ago
updated workbench tier3
14 Days Ago
workbench tier 1 corpse update
14 Days Ago
WIP show icons of equipped upgrades in workbench vital panel
14 Days Ago
Bugfix: protect network group networkables access since it's lazy initted now Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
14 Days Ago
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
14 Days Ago
Merge from main
14 Days Ago
Merge from main
14 Days Ago
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
14 Days Ago
Merge: from main Will need to subtract some stuffs
14 Days Ago
Remove conflicting shader directory
14 Days Ago
Fix shader errors
14 Days Ago
Set up layer structure in new prototype shader
14 Days Ago
Split StandardLayers into types and functions
14 Days Ago
merge from parent
14 Days Ago
merge from main
14 Days Ago
Cherry-pick new standard shader prototype
14 Days Ago
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
14 Days Ago
Added support for custom light cookies when shadow caching is enabled
14 Days Ago
Merge from terrain_renderer
14 Days Ago
Merge from main
14 Days Ago
Fixing ocean topology floodfill not reaching certain sections behind road crossings
14 Days Ago
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
14 Days Ago
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
14 Days Ago
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14 Days Ago
Merge from main
14 Days Ago
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
14 Days Ago
Beancan override fixes
14 Days Ago
Fix terrain quality remapping
14 Days Ago
Fixed scientists using multiple masks at once, now matches main
14 Days Ago
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
14 Days Ago
Merge from main
14 Days Ago
Stove stuff.
14 Days Ago
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14 Days Ago
merge from networkgrid_iterationspeed_changes
14 Days Ago
Another null check in OnNetworkSubscribersLeave
14 Days Ago
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14 Days Ago
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14 Days Ago
fix junkyard greencard spawning in desk
14 Days Ago
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14 Days Ago
Bowless Crossbow - texture update
14 Days Ago
merge from main
14 Days Ago
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
14 Days Ago
merge from render_pipeline_testing
14 Days Ago
work around issues causing fog to be incorrect/denser than it should