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134,410 Commits over 4,444 Days - 1.26cph!

Yesterday
Optim: avoid repeated invoke scheduling in BeeSwarmAI - SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling) - StartDie gets skipped if bees are already dying (saves Egress scheduling) Tests: none, trivial changes
Yesterday
Fix NRE when placing elevator
Yesterday
Rename animation specific menu items to be more descriptive. [MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")] [MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")] [MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
Yesterday
Bugfix: fix caching of DiveSiteBuoy.updateAction Tests: checked IL
Yesterday
Enable radial menu on apartment elevators only
Yesterday
Make radial menu for elevators opt-in
Yesterday
Layer shifting on large apartment & lighting prefab.
Yesterday
Optim: cache Sprinkler.DoSplash invoke Tests: none, trivial change
Yesterday
merge from game_room_dlc
Yesterday
Metas
Yesterday
merge from main
Yesterday
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
Yesterday
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke Tests: none, trivial change
Yesterday
Optim: cache ElectricBattery.TickUsage invoke Tests: none, trivial change
Yesterday
Fixed an issue with render pipeline global settings not being set after loading them from resources
Yesterday
tanker area sphere tank progress
Yesterday
Optim: cache ElectricBattery.AddCharge invoke Tests: none, trivial change
Yesterday
Merge from worldposiitongenerator_optim
Yesterday
Added the grain volume component and added it to all RRP volumes that needed it
Yesterday
Applied lighting prefab WIP to scene.
Yesterday
tanker area sphere tank progress
Yesterday
Optim: cache CoalingTower.CheckWagonLinedUp invoke Tests: none, trivial change
Yesterday
Optim: Cache StrobeLight.SelfDamage invoke Tests: none, trivial change
Yesterday
Optim: cache SamSite.WeaponTick invoke Tests: none, trivial change
Yesterday
mag drop, shell eject and mag visibitly added for M16a2 vm and 3p anims
Yesterday
More optimisations for missions WorldPositionGenerator Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds) Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
Yesterday
tweaked draw distances on vent large duct prefabs, were culling too soon
Yesterday
New "Blocked by industrial piping" error when building is blocked by an industrial pipe (before it would say blocked by the entity the pipe is connected to, which could be far away) Phrases
Yesterday
apartment complex HLOD+S2P
Yesterday
NPC lean animations first pass
Yesterday
fixed new fridge prefab not culling
Yesterday
tarp draw distance increase bg apartment barricades entity > static mesh prefabs fill hole in terrain near apartment building
Yesterday
merge from clan_bugfixes
Yesterday
Add UI section in the keybind settings, add clan menu and contacts menu bind options, move crafting menu option to it
Yesterday
fixed up transparent edge on wallpaper edge across uv0 and uv1, set to use detail mask transparency
Yesterday
Enable clan name tag color accessibility option
Yesterday
merge from main
Yesterday
mask tweaks
Yesterday
Added a new property to the Standard and Standard (Specular Setup) shaders for allowing the use of the detail layer's albedo alpha channel
Yesterday
merge from main
Yesterday
update from main
Yesterday
wallpaper inventory model material setup, texture resize,base prefab
Yesterday
merge from settings_serch_fix
Yesterday
Tweaks
Yesterday
Added Unity's build-only API for setting the render pipeline global settings before switching pipelines at runtime
Yesterday
Added arrow buttons to the settings search bar to cycle results
Yesterday
Glowing graffiti concrete floors setup, wip textures, materials, icons. Updated skins list, localization
Yesterday
start on tanker area sphere tank
Yesterday
Extended doorframe out of penthouse apartment a tiny bit
Yesterday
Fixed settings enter to cycle search results regression