reporust_rebootcancel

135,947 Commits over 4,474 Days - 1.27cph!

3 Hours Ago
merge from bootstrap_fastmode
4 Hours Ago
merge from bootstrap_logs
4 Hours Ago
merge from game_room_dlc
4 Hours Ago
Merge from main
4 Hours Ago
Correct occupation-over values for all dweller jumpsuits (fixes naked underwater dwellers)
4 Hours Ago
Supermarket freezer new sounds
4 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Hours Ago
Add _RRP multi_compile to all shaders with a forward pass
4 Hours Ago
Remove _UsingRRP dynamic branch
4 Hours Ago
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
4 Hours Ago
S2P apartments
4 Hours Ago
Add support for apartment rooms to only be spawned based on position instead of all the entities being baked into the monument's scene - stores list of entities to spawn inside a component attached to the output prefab - spawns them inside FindMapEntities() - fixes needing to run S2P when only the apartment room prefab is changed - reduces scene size from 175MB -> 75MB (unsure how that translates to actual RAM usage)
4 Hours Ago
Abort the launch in the (unlikely) event the final lock-in search fails, prevents potentially locking up the event.
4 Hours Ago
Bugfix(tests): remove test assertion that can sporadically fail Since we run some checks in parallel, some state results are unreliable Tests: ran unit tests as a batch and each in isolation
4 Hours Ago
Manually force global broadcast, just incase - particularly for saves.
5 Hours Ago
enabled censor on tank top (so skins don't reveal nudity)
5 Hours Ago
merge from apartments_adminauth_bypass
5 Hours Ago
Made apartment.adminapartmentnoclip a server variable instead Client compile fix, codegen
5 Hours Ago
Fix darts throwing towards the player and bricking the darts board
5 Hours Ago
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs Found a test that fails when run in isolation Tests: ran unit tests
5 Hours Ago
merge from main
5 Hours Ago
Bugfix(tests): use test state caches for PlayerState Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next Tests: ran AH perf and unit tests
5 Hours Ago
Added logs in bootstrap when each step starts and ends, helps debugging issues
6 Hours Ago
assigned temp baseplate to rock sculpture
6 Hours Ago
Update: move generic AH state from BasePlayer to AH.PlayerState struct Tests: ran AH tests, perf tests failing (will fix next)
6 Hours Ago
Fixed world setup in train tunnels test to make dwelling spawning work
Today
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Today
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Halloween costume prefab fixes
Today
Create new livestock testing scene with ai enabled Setup cow movement speeds
Train tunnels test scene cleanup
Today
temporary pack icon, set up shotguntrap as skinnable and hooked up gamesroom shotgun trap skin to it
Today
crate texture update
Today
Bugfix: add missing reset call for noclip states - also minor refactor Tests: ran unit tests
Today
merge from oldconsole_purge
Today
More unused code
Today
Manifest update and collision for lockers damage stages
Today
Remove more old unused code Removed legacy_erroroverlay
Today
Fix safety delay not working with a potential range
Today
Fixed the satellite prefab path for test commands
Today
Enable saving on Satellite.entity again
Today
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
Today
Clean: minor refactor - remove dead prop - wrap unparentTime in prep for moving to it's own state array Tests: compiles
Today
Manifest update
Today
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
Today
Bugfix(tests): use passed in array instead of global static when checking overlap with player Same bug as before but on a batched path - guess I was sleep deprived yesterday. Tests: ran all AH perf and unit tests - they pass
Today
Bugfix(tests): use correct array when checking overlap with other player Fixes PerfIsFlying tests, gotta fix the batched now Tests: ran perf + unit tests
Today
Fixed crash when closing dev tools
Today
Move cathode volume component into project
Today
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)