reporust_rebootcancel

139,269 Commits over 4,383 Days - 1.32cph!

Yesterday
added a bunch more boat layouts for testing
Yesterday
Reduce guaranteed slots from defensive to 1
Yesterday
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
Yesterday
merge from render_pipeline_testing (reflection fix)
Yesterday
fix vclouds not showing up in water reflections in BiRP
Yesterday
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
Yesterday
Yesterday
Industrial Autoturret - Updated textures
Yesterday
Fixing skinning for lumberjack hazmat
Yesterday
New gesture animation polish pass
Yesterday
merge from waterwheel_deployable
Yesterday
fix label of new io info on item
Yesterday
Workbench level 2+3 loot panel assignment
Yesterday
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Yesterday
fixed missing texture on tier 2 workbench
Yesterday
Add a workbench vitals prefab with the new setup, replace existing ones with it.
Yesterday
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
Yesterday
Mannequin fbx update
Yesterday
Merge from vital_icons
Yesterday
merge from main
Yesterday
Ton of general workbench client/server compile fixes
Yesterday
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Yesterday
Merge from chainsaw_hotspot_gathering
Yesterday
Merge from main
Yesterday
Fix server log when throwing items at trees and ore nodes
Yesterday
Add a convar to gate the icon display behaviour.
Yesterday
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Yesterday
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
Yesterday
merge from main
Yesterday
stripped back workbench 2, added new corpse
Yesterday
Cleanup
Yesterday
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Yesterday
Update prefab MetalIceVest
Yesterday
IceMetalChestplate and IceMetalFacemask setup
Yesterday
updated workbench tier3
Yesterday
workbench tier 1 corpse update
Yesterday
WIP show icons of equipped upgrades in workbench vital panel
Yesterday
Bugfix: protect network group networkables access since it's lazy initted now Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
Yesterday
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Yesterday
Merge: from main Will need to subtract some stuffs
Yesterday
Remove conflicting shader directory
Yesterday
Fix shader errors
Yesterday
Set up layer structure in new prototype shader
Yesterday
Split StandardLayers into types and functions
Yesterday
merge from parent
Yesterday
merge from main
Yesterday
Cherry-pick new standard shader prototype