reporust_rebootcancel

158,039 Commits over 4,566 Days - 1.44cph!

Yesterday
Merge from npc_phone_debug_fix
Yesterday
Fix convar for accessing test NPC phone conversations
Yesterday
set up tattoo gun prefabs/anims in tools folder
Yesterday
More merge fixes - Codegen
Yesterday
Merge fixes
Yesterday
Disable deployable corpse system in softcore Increase max TCs in softcore from 3 -> 6 - fix "changelog" in main menu not reflecting the max TC count when convar is changed
Yesterday
Removed the fail-safe that disables shadows for lights with an AmbientLightLOD component on awake as the components have been set up wrong for a lot of lights, meaning this just causes more issues
Yesterday
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Yesterday
Fix entering play mode trying to change generate biome/place monument settings
Yesterday
simple_creator_v2 -> main
Yesterday
main -> character_customisation (breaking)
Yesterday
merge from main
Yesterday
Compile fix
Yesterday
Added new locomotion and vocal sounds to the Seagull anims
Yesterday
New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes
Yesterday
Merge: from websocket_merge_write - Optim: reduce rustrelay tcp packet overhead Tests: booted local relay server, didn't see errors during streaming
Yesterday
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit This time on correct branch Tests: booted local relay server, didn't see errors during streaming
Yesterday
reduced SenseComponent overhead by about half - only gather eye information once per tick rather than per entity - reduced redundant calls into CanTarget
Yesterday
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit Tests: booted local relay server, didn't see errors during streaming
Yesterday
adding blink animations to all customizer anims
Yesterday
Commit some texture .meta that keep popping up
Yesterday
Merge from vcc
Yesterday
Fixed the additive billboard shader rendering when using an orthographic projection
Yesterday
scrap king - updated stair blocks and colliders
Yesterday
setting up rifle viewmodel prefab/anims
Yesterday
Reword and invert the inventory/crafting dpad convar and UI description so it's not confusing as fuck
Yesterday
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Yesterday
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Yesterday
Merge from render_pipeline_testing
Yesterday
Added support for the scene view wireframe overlays in RRP
Yesterday
scrap king - block updates
Yesterday
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Yesterday
Missed a file with 168870
Yesterday
merge from dynamiclod_parenting_fix
Yesterday
Fixed light occludees and LODs not being marked as dynamic when their entity is parented. Setting an entity dynamic only reached active children, so inactive renderers stayed static Fixes lamps on player boats disappearing after moving away from where they were switched on
Yesterday
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Yesterday
Submitting WIP work on random room small A to switch branches
Yesterday
Fixed the lighting on the confetti particles
Yesterday
wip
Yesterday
merge from automated_testing
Yesterday
Removed TestMethodAsync, we use TestMethod for all test methods now
Yesterday
Building block tests checking the roof overhangs only block deployables
Yesterday
scrap king - ramps gibs updated
Yesterday
merge from main
Yesterday
Fixed lights switched on beyond their culling distance flashing at full brightness before turning off
Yesterday
merge from ambientlight_lod_fix
Yesterday
re-order and split checks in Trans_HasThreatTarget so that female livestock don't run any targeting checks, large part of idle fsm cost
Yesterday
Merge: from lifestoryworkqueue_nre_fix - Bugfix for ObjectWorkQueue processing destroyed UnityEngine.Objects Tests: ran unit tests
Yesterday
merge from skinviewer_cartbutton_fix
Yesterday
Fixed skin viewer showing a cart button when open from the steam inventory