reporust_rebootcancel

135,566 Commits over 4,474 Days - 1.26cph!

Today
Merge: from main
Today
Convert the various tools made last week into a new unified SceneChecker window Scans the scene once, runs everything though a selection of SceneCheck classes Can add new checks by just deriving from SceneCheck, will automatically get picked up Can filter each check in the window with a number beside the filter to see Added a check to find RendererLODs that can be converted to MeshLODs
Today
Added a visible number to rentable shops to align with computer terminal
Today
Push missing function
Today
cache bounds, still kinda slow
Today
Final (for real this time) apartment costs: Small - 25 initial cost, 10 per day Medium - 150 initial cost, 50 per day Large - 350 initial cost, 100 per day
Train tunnels additonal rooms / early whitebox progress
Today
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
Today
Scene save
Today
Fixed admire button regression
Today
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
Today
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
Today
satellite crates updates (textures, meshes, lods)
Yesterday
Shrink satellite kill radius to match the new (smaller) satellite model. Fix model offset so it is centered in prefab.
Yesterday
Compact some serialization
Yesterday
merge from snapping_revert_2
Yesterday
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
Yesterday
Merge: from furniture_occlusion_fix - Reimplement previous bugfix to retain furniture culling Tests: rendeted and tried to run in and out, abused noclip, triggered bug once
Yesterday
Bugfix: restore furniture occlusion culling, check both occlusion state and appt flag Tests: rented 601, ran in and out, noclipped a bunch - was able to trigger it only once(abusing noclip) instead of constantly, should be better
Yesterday
Merge: from main
Yesterday
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
Yesterday
added calf model materials and textures. all livestock animal textures meta files updated.
Yesterday
merge from furniture_occlusion_fix
Yesterday
Always show the static furnitures of rented rooms, temp fix for occlusion not working properly
Yesterday
Merge: from main
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component Removed a garbage allocation in RendererLOD::NotifyLODChange
Yesterday
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
Yesterday
Tweaked various prop LOD distances that were popping in the corridors and lobby
Yesterday
Updated pool cue position in animations
Yesterday
Fix Scientist2 not spawning on deep sea islands
Yesterday
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
Yesterday
game_room_dlc -> game_room_dlc/pool
Yesterday
Merge: from renderbatch_meshlod_improv - Bugfix for basement doors not rendering Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering
Yesterday
Bugfix: mark appartment doors a/b/c as dynamic - apartments S2P Since they move, they should've been dynamic, but it also causes them to be refreshed and have up to date occlusion state (but no idea why we need this - will chase up later) Tests: booted into apartments island, checked all floors for doors not rendering. Checekd room 101 - stuff was rendering
Yesterday
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
Yesterday
gibs and entity setup for stacked terminal blocker
Yesterday
Fixed missing item ownership when buying the master key
Yesterday
Fixed mesh not culling on last lod
Yesterday
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
Yesterday
Event updates on throw animation
Yesterday
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
Yesterday
launch site satellite office room progress
Yesterday
Merge from PlayerMaintainedMonuments/Heavy Fuse
Yesterday
Merge from targeting_refactor
Yesterday
Update supermarket loot fridge with new freezer asset S2P supermarket
Yesterday
Major refactor, moving shared/duplicated targeting data between client/server to a new CrashTargeting struct.
Yesterday
Update: add visible count to occlusion debug output Tests: used it on craggy while tweaking extra lod steps
Yesterday
Remove some unused code
Yesterday
Merge from partials