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145,445 Commits over 4,444 Days - 1.36cph!

Today
Cherrypick CS 152617 (prevent dotnet processes lingering & fix MSBuild error messages not being printed)
Rename vent blocker entity for consistency Rebuild manifest
Fix monument blocker resource dispenser not respecting its melee protection stats Fixes an explosive damage only monument blocker still being able to take melee hits
Today
Set correct motion vector shader in RRP settings
force runtime lookups to rebuild from the updated asset
Today
Fix compile simulator not working in parallel mode - use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath - accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to - each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be
Today
delete leftover file from tropical 4, plastic somehow forgot it
Today
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Today
Bugfix: accidentally used ducked instead of ducking modelstate, whoops Tests: ran consisntecy unit tests
Today
Cobalt Statue - Added colliders and modified prefab settings
Today
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Today
Optim: ServerCachePlayerInfo - stop caching isDucking Tests: AH consistency unit tests
Today
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Today
Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
Today
Fixed the final bloom pass's render texture size
Today
Optim: ServerCachePlayerInfo - don't cache isOnLadder Tests: ran AH consistency unit tests
demo_compatability_layer -> main
Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
Also set telephones to be always powered - was setting them to not require power but that was only applying on the server
Today
Implement camera motion vectors
Empty compat file so it gets included in builds
Today
Set bowless crossbow item category so its correctly set as a store item by the repair bench external link button
Today
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Today
Set fridge as powered by default inside apartments
Today
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Today
Bugfix: missed a couple places where ModelState.Blocking is updated Tests: none, trivial change
Today
merge from attachment_charms
Today
Fixed skinviewer vertical drag clamping not clamping for real Tweaked charms lighting
vending_stats_text_fix -> main
Stop the text going blurry in the vending stats page
Today
office light prefab & related files
Today
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs Tests: none, trivial change
Today
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states Will allow me to removed caching of 5 properties in ServerCachePlayerInfo Tests: booted craggy
Today
Keep the 'change accessory' button on selected items even if you dont have any charms unlocked So you can remove a charm on a picked up gun
- Rewrite of the demo compat system - General cleanup - Couple of weird editor only bugs fixed
Today
Fix new mountable tests having the "Deployables" category, breaking deployable tests Minor cleanup, testlist
Today
Set up (empty) camera motion vector pass
Today
Merge from satellite_crash
Today
Enable map zooming on the targeting map. Codegen.
Today
Fix per-object motion vector pass
Today
Add teleport2satellitecrashsite
main -> demo_compatability_layer
Today
merge from main
Today
Glowing Wallpapers - Ceiling stars WIP
camera_flash_fixes -> main
Today
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Compile errors