reporust_rebootcancel

158,634 Commits over 4,566 Days - 1.45cph!

Yesterday
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Yesterday
main -> mainisland_roaming_scientistboats
Yesterday
first pass at seagull "groups" - groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land - groups land at "interest points" which are components that can be placed in scenes/prefabs - groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes - if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock" - after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group - individual birds can be shot while in a "group", with ragdolling corpses - also various improvements to flock movement
Yesterday
Fix wool and lead armor insert worldmodel outlines
Yesterday
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
Yesterday
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Yesterday
Update: reserialized all Sprite assets, part 10/10
Yesterday
Update: reserialized all Sprite assets, part 9/N
Yesterday
Update: reserialized all Sprite assets, part 8/N
Yesterday
Update: reserialized all Sprite assets, part 7/N
Yesterday
Update: reserialized all Sprite assets, part 6/N
Yesterday
Final nailgun adjustments
Yesterday
Update: reserialized all Sprite assets, part 5/N
Yesterday
Update: reserialized all Sprite assets, part 4/N
Yesterday
Update: reserialized all Sprite assets, part 3/N
Yesterday
Update: reserialized all Sprite assets, part 2/N
Yesterday
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
Yesterday
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
2 Days Ago
Nail visual projectile tweaks.
2 Days Ago
Tweak on nailgun attack FX.
2 Days Ago
merge from main
2 Days Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
2 Days Ago
Update: refresh server test list Tests: ran my new tests
2 Days Ago
Fix caboose lights missing their volumetric beams the first time you turn them on with the light switch Caused by AmbientLightLOD skipping the first faded toggle after an instant one
2 Days Ago
lamb sprint animation test
2 Days Ago
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
2 Days Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
2 Days Ago
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
2 Days Ago
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2 Days Ago
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
2 Days Ago
merge from cui_blur_fix2
2 Days Ago
Fixed allocations in SortBlurredLayers
2 Days Ago
Raised the UI blur capture limit from 4 to 6 per frame CUI blurs only take a capture of their own when they cover UI drawn before them CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
2 Days Ago
Merge from Wool_ArmourInsert
2 Days Ago
merge from main
2 Days Ago
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
2 Days Ago
Unfuck merge
2 Days Ago
merge from scrap_king_building_skin - raised colliders on roof overhang
2 Days Ago
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
2 Days Ago
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.
2 Days Ago
waterpistol_fix -> main
2 Days Ago
Fix waterpistol error during manifest generation
2 Days Ago
scrap king - updated roof bottom edge colliders
2 Days Ago
Per shadow split foliage culling test
2 Days Ago
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
2 Days Ago
merge from main
2 Days Ago
Update: test list export Tests: none, trivial change
2 Days Ago
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
2 Days Ago
2 Days Ago
merge from fruit_trees