reporust_rebootcancel

137,599 Commits over 4,474 Days - 1.28cph!

Yesterday
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
Yesterday
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
Yesterday
syncvar_ornateframe_initialiser_fix -> main
Yesterday
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
Yesterday
Merge: from main
Yesterday
Merge: from main Random Editor crash seems to be gone on latest
Yesterday
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
Yesterday
final grid resolution set for rock sculpture
Yesterday
Clamp descent seconds so phase 2 is always full
Yesterday
wip/test
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Rock sculpting pedestal - LODs
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
Update recycler offline english string
Yesterday
small gizmo and editor command fixes
Yesterday
Optim: use an over capacity segment to avoid segment churn This keeps GC activity at 0. Perf seems 10% worse than Fuzzy, but it's acceptable. Though there's a bug somewhere. Tests: AllocDeallocMTShortLived(32,False) perf test
Yesterday
- Improved red recycler activation feedback - Ran S2P
Yesterday
Trajectory debug draw
Yesterday
merge from menu_close_blur_fix
Yesterday
Alpha fitter tool for automated alpha map processing to replace holes
Yesterday
jukebox - updated icon
Rin
Yesterday
Merge from satellite_crash
Rin
Yesterday
Satellite crash harvest and Satellite crate loot pass
Yesterday
jukebox - updated emission lighting texture on the jukebox with refined pass
Yesterday
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
Yesterday
Support non-instanced terrain holes when using a unique mesh instead of holeshape
Rin
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Remove an unused 2mb texture from the chicken coop UI
Yesterday
Boilerplate for animal breeding, triggered via console commands for now
Yesterday
Better transition if animal starts moving while grazing is ending
Yesterday
Jukebox - Updated textures, removed old textures, updated materials
Yesterday
Merge from main
Yesterday
Nudge the air drop freq button over slightly
Yesterday
Merge from airfield_maintainable_features
Yesterday
Clean up the airfield debug convars
Yesterday
Fixed Pressbutton_compact animation not working Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge Enabled on both airfield terminals, triggered via a new button on the terminal
Yesterday
Merge from main
Yesterday
Switch Newtonsoft test to use Unity's test framework
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
update from main
Yesterday
refactor + improve turn in place based on feedback. seems mostly stable now. this mainly fixes the weird catch up issues we had when a player turned constantly.
Yesterday
Livestock now gets saved, unlike other AI This has caused massive problems in the past, so yolo I guess FSM isn't saved/restored but we can probably get away with that
Yesterday
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
Yesterday
Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2 Removed the new green recyclers from outpost Yellow recyclers in safezones remain unchanged S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow
Yesterday
Merge from satellite_crash
Yesterday
Merge from code_clean_up
Yesterday
Remove some dead code
Yesterday
Merge from main/PlayerMaintainedMonuments/powergrid
Yesterday
Put more effort into finding spawn positions for all monuments with the highest priority