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144,919 Commits over 4,444 Days - 1.36cph!

2 Months Ago
add toggle for refraction screen edge fade behavior
2 Months Ago
Fix croc swim speed
2 Months Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
2 Months Ago
Fix animals slowing down to a crawl when fleeing
2 Months Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
2 Months Ago
Mannequin poses
2 Months Ago
Fix a few shader compilation errors with rare variants
2 Months 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
2 Months 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
2 Months Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
2 Months Ago
added a bunch more boat layouts for testing
2 Months Ago
Reduce guaranteed slots from defensive to 1
2 Months 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
2 Months Ago
merge from render_pipeline_testing (reflection fix)
2 Months Ago
fix vclouds not showing up in water reflections in BiRP
2 Months 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
2 Months Ago
2 Months Ago
Industrial Autoturret - Updated textures
2 Months Ago
Fixing skinning for lumberjack hazmat
2 Months Ago
New gesture animation polish pass
2 Months Ago
merge from waterwheel_deployable
2 Months Ago
fix label of new io info on item
2 Months Ago
Workbench level 2+3 loot panel assignment
2 Months Ago
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2 Months Ago
fixed missing texture on tier 2 workbench
2 Months Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
2 Months 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
2 Months Ago
Mannequin fbx update
2 Months Ago
Merge from vital_icons
2 Months Ago
merge from main
2 Months Ago
Ton of general workbench client/server compile fixes
2 Months Ago
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2 Months Ago
Merge from chainsaw_hotspot_gathering
2 Months Ago
Merge from main
2 Months Ago
Fix server log when throwing items at trees and ore nodes
2 Months Ago
Add a convar to gate the icon display behaviour.
2 Months Ago
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2 Months Ago
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
2 Months Ago
merge from main
2 Months Ago
stripped back workbench 2, added new corpse
2 Months Ago
Cleanup
2 Months Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
2 Months Ago
Update prefab MetalIceVest
2 Months Ago
IceMetalChestplate and IceMetalFacemask setup
2 Months Ago
updated workbench tier3
2 Months Ago
workbench tier 1 corpse update
2 Months Ago
WIP show icons of equipped upgrades in workbench vital panel
2 Months 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
2 Months Ago
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
2 Months Ago
Merge from main