reporust_rebootcancel

134,391 Commits over 4,444 Days - 1.26cph!

Today
Emissive for Oven
Today
Update view model animation blends
Today
fixes after switching to charge-up IO
Today
Added the scattering shader as a serialized ref on the AtmosphereRendererFeature to avoid issues with the shader not being present in a build
Today
merge from softcore_modal
Today
Add chromatic aberration and grain to uberpass
Today
Disabled hardcore tag button
Today
Hardcore tag styling
Today
update apartment_complex_monument/prototype
Today
Codegen + phrases + test gen
Today
Allow water motion vector pass to be culled
Today
Refine motion vector pass dependencies
Today
Use a preference list for motion vector texture formats
Today
Apartment lighting prefab WIP.
Today
Optim: cache FogMachine invokes - StartFogging, EnableFogFieldCB, DisableNozzleCB, FinishFoggingCB There were invoked in StartFogging, which can oscilate with power. Tests: none, trivial changes
Today
Softcore tag styling
Today
Cast Iron Pan prop LOD0
Today
merge from prototype -> apartment_complex_monument
Today
tanker area sphere tank end
Today
merge from main -> apartment_complex_monument
set raid windows on by default
Today
Added the Grey Scale volume component and setup all the RRP volumes that needed it
Today
remove old model & textures, update icon and guide mesh
Seperate tc softcore stuff into its own file
Today
fix manifest
Today
medium apartment coliision fix so we can get to the locker
Today
Apartment lighting layer testers.
- Setup raid windows so they transfer UTC time from server -> client and client then resolves properly to their own timezone - Fix 'Raiding Allowed' and 'Raiding Blocked' vital notes from not poping up - Keep track of when the raid window opens via a syncvar on the gamemode entity
Today
Optim: skip BeeSwarmMaster.StartDie call if already dying Saves on ActuallyDie invoke and allocation Tests: none, trivial change
Today
Cherrypick CS 155224 (elevator deploy NRE)
Today
Added softcore gamemode modal, opens when clicking on the softcore tag
Today
Optim: avoid repeated invoke scheduling in BeeSwarmAI - SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling) - StartDie gets skipped if bees are already dying (saves Egress scheduling) Tests: none, trivial changes
Today
Fix NRE when placing elevator
Today
Rename animation specific menu items to be more descriptive. [MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")] [MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")] [MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
Today
Bugfix: fix caching of DiveSiteBuoy.updateAction Tests: checked IL
Today
Enable radial menu on apartment elevators only
Today
Make radial menu for elevators opt-in
Today
Layer shifting on large apartment & lighting prefab.
Today
Optim: cache Sprinkler.DoSplash invoke Tests: none, trivial change
Today
merge from game_room_dlc
Today
Metas
Today
merge from main
Today
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
Today
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke Tests: none, trivial change
Today
Optim: cache ElectricBattery.TickUsage invoke Tests: none, trivial change
Today
Fixed an issue with render pipeline global settings not being set after loading them from resources
Today
tanker area sphere tank progress
Today
Optim: cache ElectricBattery.AddCharge invoke Tests: none, trivial change
Merge from worldposiitongenerator_optim
Today
Added the grain volume component and added it to all RRP volumes that needed it