reporust_rebootcancel

158,584 Commits over 4,566 Days - 1.45cph!

Yesterday
Merge from Wool_ArmourInsert
Yesterday
merge from main
Yesterday
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
Yesterday
Unfuck merge
Yesterday
merge from scrap_king_building_skin - raised colliders on roof overhang
Yesterday
Copied over my item setup from woolarmorinsert. tech tree, crafting cost. - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
Yesterday
Added renovation saw item/prefab/entity. Rennovation saw now shows cut track on construction. Saw follows track,emitting sparks and leaving a glowing trail. Visual progress matches timers. Setup placeholder cutting audio.
Yesterday
waterpistol_fix -> main
Yesterday
Fix waterpistol error during manifest generation
Yesterday
scrap king - updated roof bottom edge colliders
Yesterday
Per shadow split foliage culling test
Yesterday
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
Yesterday
merge from main
Yesterday
Update: test list export Tests: none, trivial change
Yesterday
Update: standardize ItemContainer.onItemRemovedFromStack calls - added auto test for storage monitor Removes a blocker for immediate item removal logic (and saves us headaches in the future) Tests: auto tests
Yesterday
Yesterday
merge from fruit_trees
Yesterday
exported test anim for seagull land
Yesterday
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
Yesterday
Add SocketMod_Renovation Reno device can be deployed, successfully changing wall to door after a duration.
Yesterday
merge from main
Yesterday
Fix beehive.natural kill warning. Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
Yesterday
merge from socialmenu_perf_fixs
Yesterday
Virtualised the friend sections so we don't have a ton of prefab instantiated Changed the friends name sort to ordinal ignore case 1000 friends rebuild, menu opened: ~159ms -> ~14ms
Yesterday
Subtract current wind swaying implementation for the apple trees. Going to explore doing this with a shader in the future instead as the current implementation can be expensive.
Yesterday
update from main
Yesterday
more keyframe code cleanup
Yesterday
merge from seagull_update
Yesterday
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Yesterday
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Yesterday
merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
potential fix for contacts mugshots weirdness on first render
Yesterday
Prevent cows and bulls from pushing you when you lead them
2 Days Ago
nuke more unused code
2 Days Ago
-clean up input handling between dolly/director/sandbox -throw all demo session code into #if CLIENT -remove old timeline grid
2 Days Ago
- fix invisble players after switching demoui2 scenes - fix baked animation clips not being cleaned up properly - fix weather settings not being applied - backup scene save files if they can't be read. - a bunch of curve editor fixes - clean up a lot of per frame updates for options that aren't needed
2 Days Ago
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition Just one dangerous method left (plz no more) Tests: industrial + turret automated tests
2 Days Ago
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup will need values adjusting - used wood as a base.
2 Days Ago
merge from aibrain_sleep_spawn_fix
2 Days Ago
AI movement tick is not ran on AI init if they are sleeping on spawn - long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
2 Days Ago
Cinelight mesh fix
2 Days Ago
Changing the uzi stock now blocks other actions, like a reload Holstering before the stock change animation finishes cancels the stock change Fix animation issue when firing first shot upon entering play mode Fix admire animation not being cancelled Adjust ADS settings again
2 Days Ago
.meta file
2 Days Ago
merge from cannon_dismount_rotation_fix
2 Days Ago
Fix for facing the wrong way after dismounting a cannon on a boat
2 Days Ago
Bugfix: another batch of fixes from Item.Remove audit - removed 1 alloc DropUtil Tests: ItemContainer unit tests
2 Days Ago
merge from weapon_refresh_nailgun
2 Days Ago
Set renderparam bounds to coarse culling camera bounds Add separate shadow pass with shadow distance convar for testing
2 Days Ago