reporust_rebootcancel

145,543 Commits over 4,444 Days - 1.36cph!

Yesterday
Fixed NaN water heights when the map has no land Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
Yesterday
fixed frontier hazmat skin constraint setup on right side
Yesterday
Added Deep Sea scene, turns the server into a deep sea
Yesterday
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Yesterday
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
Yesterday
fixed mesh lod distance causing texture pop in
Yesterday
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering
Yesterday
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
Yesterday
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
Yesterday
Merge from u6fixes
Yesterday
Change default ADS sensitivity multiplier to 0.2
Yesterday
Potential fix for nav error logged during root motion
Yesterday
Use the new UnsafePass API for the motion vector pass
Yesterday
merge from u6fixes
Yesterday
Gamepad works again. More debug updates.
Yesterday
monumment blocker - vent -- merging gib parts back with main mesh
Yesterday
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
Yesterday
cobalt mosaic projected decal, material
Yesterday
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
Yesterday
More fixes. Some debug commands.
Yesterday
Cobalt Statue - Moved prefab to the structures subfolder
Yesterday
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Yesterday
apartment_complex_core prefab set dressing progress
Yesterday
More fixes to use new input system.
Yesterday
added satellite crate mesh (with lods and gibs mesh)
Yesterday
.meta file
Yesterday
Manifest
Yesterday
merge from friendlist_contextmenu_fix
Yesterday
merge from consoleinput_mask_fix
Yesterday
Fixed console input field text vanishing after pasting a long string, was a TMP bug I didnt port over after the package update
Yesterday
Fix oxygen ui flickering on/off
Yesterday
Merge from main
Yesterday
- Add a fridge to supermarket which periodically respawns food and can be opened if there is an online powergrid. Using existing fridge asset for now - Add servervars 'respawnloot_lookingat', 'respawnloot_radius' and 'respawnloot_all' to respawn loot in loot containers - Add ILootContainer interface so the lootable fridge can also be treated as a loot container - S2P supermarket, add gas station to maintained monuments test map
Yesterday
Clean: refactor various player server states into one big struct Allows us to shrink func signatures and automate state propagation when we add new arrays. Only cleaned up bare minimum of funcs to get things working, need to do more Tests: ran all relevant-ish unit tests (discovered TestOverlapOBBsConsistency is failing, will fix separately), played on craggy
Yesterday
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Yesterday
merge from main
Yesterday
stats_blurry_clock_fix -> main
Yesterday
Fix a big blurry clock
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
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Yesterday
main -> game_room_dlc
Yesterday
Fixed friend list context menu ordering issue
Yesterday
Merge from apartment_complex_monument
Yesterday
merge from wallpaper_boats_fix
Yesterday
Fixed not being able to place wallpaper on finished boats
Yesterday
Glowing wallpapers sitem setup, skins list, manifest, localization. WIP neon carpet textures, material, skin asset.
Yesterday
merge from computerstation_uiscale