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140,831 Commits over 4,383 Days - 1.34cph!

21 Days Ago
enable screen edge fade on eyeAO materials
21 Days Ago
computer station IO setup - no IO for static computer stations
21 Days Ago
add toggle for refraction screen edge fade behavior
21 Days Ago
Fix croc swim speed
21 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
21 Days Ago
Fix animals slowing down to a crawl when fleeing
21 Days Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
21 Days Ago
Mannequin poses
21 Days Ago
Fix a few shader compilation errors with rare variants
21 Days Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
21 Days Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
21 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
21 Days Ago
added a bunch more boat layouts for testing
21 Days Ago
Reduce guaranteed slots from defensive to 1
21 Days Ago
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
21 Days Ago
merge from render_pipeline_testing (reflection fix)
21 Days Ago
fix vclouds not showing up in water reflections in BiRP
21 Days Ago
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
21 Days Ago
21 Days Ago
Industrial Autoturret - Updated textures
22 Days Ago
Fixing skinning for lumberjack hazmat
22 Days Ago
New gesture animation polish pass
22 Days Ago
merge from waterwheel_deployable
22 Days Ago
fix label of new io info on item
22 Days Ago
Workbench level 2+3 loot panel assignment
22 Days Ago
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22 Days Ago
fixed missing texture on tier 2 workbench
22 Days Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
22 Days Ago
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
22 Days Ago
Mannequin fbx update
22 Days Ago
Merge from vital_icons
22 Days Ago
merge from main
22 Days Ago
Ton of general workbench client/server compile fixes
22 Days Ago
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22 Days Ago
Merge from chainsaw_hotspot_gathering
22 Days Ago
Merge from main
22 Days Ago
Fix server log when throwing items at trees and ore nodes
22 Days Ago
Add a convar to gate the icon display behaviour.
22 Days Ago
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22 Days Ago
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
22 Days Ago
merge from main
22 Days Ago
stripped back workbench 2, added new corpse
22 Days Ago
Cleanup
22 Days Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
22 Days Ago
Update prefab MetalIceVest
22 Days Ago
IceMetalChestplate and IceMetalFacemask setup
22 Days Ago
updated workbench tier3
22 Days Ago
workbench tier 1 corpse update
22 Days Ago
WIP show icons of equipped upgrades in workbench vital panel
22 Days Ago
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