reporust_rebootcancel

139,315 Commits over 4,383 Days - 1.32cph!

Yesterday
▍█▋▍▊▅ ▅▋▍▉ ▊▋█▆
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
Yesterday
Merge from terrain_renderer
Yesterday
Fix shader warnings in terrain compute (prevent possible edge case issue)
Yesterday
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
Yesterday
Merge from main
Yesterday
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
Yesterday
Fix player footsteps playing when water wheel is moving too slowly for them to make sense Add additional water loop to match particle effects for water wheels being pushed by players while in water
Yesterday
First pass on admin vending machine support
Yesterday
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
Yesterday
Fixed leftover faces from interior/exterior kiosk splits
Yesterday
assign stage-break effect for wood-piles
Yesterday
Merge from main
Yesterday
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
Yesterday
Merge from main
Yesterday
power consumption set to a tentative 5
Yesterday
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
Yesterday
adjust bounds, move io input, add dismount on unpowered
Yesterday
Bone armour female version update
Yesterday
Bowless Crossbow - worldmodel and LODs
Yesterday
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Yesterday
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
Yesterday
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
Yesterday
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
Yesterday
exported latest crossbow bowless viewmodel  anims and updated rig
2 Days Ago
Fixing skinning for gingerbread man suit
2 Days Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
2 Days Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
2 Days Ago
Fix croc diving and charging
2 Days Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
2 Days Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
2 Days Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
2 Days Ago
enable screen edge fade on eyeAO materials
2 Days Ago
computer station IO setup - no IO for static computer stations
2 Days Ago
add toggle for refraction screen edge fade behavior
2 Days Ago
Fix croc swim speed
2 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
2 Days Ago
Fix animals slowing down to a crawl when fleeing
2 Days Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
2 Days Ago
Mannequin poses
2 Days Ago
Fix a few shader compilation errors with rare variants
2 Days Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
2 Days Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
2 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
2 Days Ago
added a bunch more boat layouts for testing
2 Days Ago
Reduce guaranteed slots from defensive to 1
2 Days Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
2 Days Ago
merge from render_pipeline_testing (reflection fix)