reporust_rebootcancel

142,290 Commits over 4,413 Days - 1.34cph!

Today
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Today
Merge: from pool_mt
Today
Merge: from pool_mt
Today
Merge: from pool_mt
Today
Update(tests): add a couple tests - Perf: AllocDeallocMPSCAtomicCounter - Unit: TestAllocWhenEmpty, TestFreeWhenFull Tests: ran tests
Today
Update bounds on apartment entities
Today
Fix `CalculateBounds()` encapsulating Vector3.zero for entities with non-centered children - only apply to the editor inspect menu "RecalculateBounds" button - don't apply to automatic recalculating of bounds
Today
Work on ceiling of penthouse, and bathroom. Enabled AO on medium apartment ceiling material.
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
Today
Undo centering of children of large apartment cupboards since it breaks placement inside the large apartment
Today
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Today
merge from main
Today
Fix camera jitter on mortar from eye pos always being 1 frame behind the mortar rotation, re-add lerping that ballista/cannons had. Bump up renderer bounds on mortar model again
Today
tertiary prefab variants for all remaining charms
Today
set lr300 and blowpipe to pushedout charm
Today
Updating industrial torch viewmodel fbx
Today
Switch out the entities in the large apartment
Today
Bump up mortar extents to prevent it from disappearing at some angles while looking around
Today
Manifest for new entities
Today
Create entity versions of the storage inside large apartments
Today
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
main -> game_room_dlc
- Add entity name and create/update distinction to Entities inbound profiling - Add packet profiling to GlobalNetworkHandler - Improve network profiler coverage for entity packets
Today
Reapply 150883 "Add version printout to the server log file, was only on client before" It was nuked to oblivion in the great nav spam incident 2026
Today
Fix mortar mount vs pickup annoying interaction Don't require looking at the usable primary collider to show the mount menu for mortars, it only makes sense for ballistas/cannons
Today
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Today
Merge from main/bowless_crossbow
Today
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Today
code support for tertiary charm prefab setup
Today
Add the apartment furnace to the large apartment
Today
Turn the wood stove in the large apartment into a furnace
Today
Optimized the way the timer works for limiting the shadow caching framerate
Yesterday
merge from misc_vendingui_fixes
Yesterday
merge from mortar_prototype
Yesterday
merge from deployable_snapping_fix_3
Yesterday
Removed interleaved shadow rendering implementation as this is now handled via the framerate limiting. Also, added defaults for distance-based framerate limiting to be enabled by default when shadow caching is enabled.
Yesterday
merge from empty_country_list_fix
Yesterday
merge from defaultsortingorder_update
Yesterday
Use actual PerInstanceData buffer instead of IndirectArgs in BatchRendererGroup
Yesterday
Merge from /indirect_instancing
Yesterday
Fixed an issue where the lights wouldn't refresh correctly after changing the max shadow lights
Yesterday
Remove now obsolete IGraphicsBuffer wrapper
Yesterday
Use newer GraphicsBuffer instead of ComputeBuffer
Yesterday
exported 3p holdtype animation sets with names beginning C after updating 3p running/jog anims
Yesterday
More lighting
Yesterday
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Yesterday
Update: resubmit original pool mutex implementation in a separate branch Makes it easy to test across extra benchmarks Tests: ran unit and perf tests
Yesterday
Rebuilding the shadow map cache render texture pools when the max shadow lights convar changes
Yesterday
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Yesterday
Codegen