reporust_rebootcancel

157,925 Commits over 4,566 Days - 1.44cph!

New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes
Today
Merge: from websocket_merge_write - Optim: reduce rustrelay tcp packet overhead Tests: booted local relay server, didn't see errors during streaming
Today
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit This time on correct branch Tests: booted local relay server, didn't see errors during streaming
Today
reduced SenseComponent overhead by about half - only gather eye information once per tick rather than per entity - reduced redundant calls into CanTarget
Today
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit Tests: booted local relay server, didn't see errors during streaming
Today
adding blink animations to all customizer anims
Today
Commit some texture .meta that keep popping up
Today
Merge from vcc
Today
Fixed the additive billboard shader rendering when using an orthographic projection
Today
scrap king - updated stair blocks and colliders
Today
setting up rifle viewmodel prefab/anims
Today
Reword and invert the inventory/crafting dpad convar and UI description so it's not confusing as fuck
Today
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Merge from render_pipeline_testing
Today
Added support for the scene view wireframe overlays in RRP
Today
scrap king - block updates
Today
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Today
Missed a file with 168870
Today
merge from dynamiclod_parenting_fix
Today
Fixed light occludees and LODs not being marked as dynamic when their entity is parented. Setting an entity dynamic only reached active children, so inactive renderers stayed static Fixes lamps on player boats disappearing after moving away from where they were switched on
Today
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Submitting WIP work on random room small A to switch branches
Today
Fixed the lighting on the confetti particles
Today
wip
Today
merge from automated_testing
Today
Removed TestMethodAsync, we use TestMethod for all test methods now
Today
Building block tests checking the roof overhangs only block deployables
Today
scrap king - ramps gibs updated
Today
merge from main
Today
Fixed lights switched on beyond their culling distance flashing at full brightness before turning off
Today
merge from ambientlight_lod_fix
Today
re-order and split checks in Trans_HasThreatTarget so that female livestock don't run any targeting checks, large part of idle fsm cost
Today
Merge: from lifestoryworkqueue_nre_fix - Bugfix for ObjectWorkQueue processing destroyed UnityEngine.Objects Tests: ran unit tests
Today
merge from skinviewer_cartbutton_fix
Today
Fixed skin viewer showing a cart button when open from the steam inventory
Today
New(tests): add a bunch of sanity unit tests for ObjectWorkQueue Tests: ran unit tests
Smoother transition between viewmodel and predicted grenade when dropping
Today
Bugfix: ensure right operator== is invoked when checking work items Tests: booted craggy
Today
Merge from main
- Ensure the client can accurately figure out the network lod of an entity rather than guessing - Make startId/gridSize/baseCellSize constants iin the grid rather than being in the prefab
Today
code clean up
Today
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Today
scrap king block updates
Today
Merge from main.
Today
Merge from render_pipeline_testing
Today
Merge from main
Today
Fix material remap on viewmodel arms
Today
Merge from main
Today
Fix non admin players being killed in halloween dungeons