reporust_rebootcancel

157,795 Commits over 4,566 Days - 1.44cph!

34 Days Ago
Fix NaN values sometimes being generated for water level
34 Days Ago
Fixed workbench recipes not resetting between domain reloads
34 Days Ago
Fixed the item definition short name mismatch error on item definitions appearing while editing the shortname, as it would make you lose keyboard focus
34 Days Ago
New recipe - brioche bread (25% buff on bread stats, also requires 2x eggs and 4x cream)
34 Days Ago
quick_join_fix -> main
34 Days Ago
Merge from decal_renderlod_collapsing
34 Days Ago
Merge from legacy_anim_deletes_oct_2026
34 Days Ago
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34 Days Ago
Remove paintball gun anims
34 Days Ago
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
34 Days Ago
Added subsystems to knives and one handed melee weapons
34 Days Ago
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times
34 Days Ago
Codegen
34 Days Ago
Make sure that disabling room occlusion after enabling it cleans everything up - we want all face definitions to be destroyed after disabling so we can re-initalize everything properly - if initialization fails, only try once instead of getting stuck trying every frame
34 Days Ago
Fix the quick join menu not showing any entries
34 Days Ago
ladder hatch updates
34 Days Ago
merge from reactivetarget_rcturret_fix
34 Days Ago
Fixed remotely controlled turrets not able to hit reactive targets with bows
34 Days Ago
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34 Days Ago
Add achievements for: - Putting a note in another players mailbox - Purchasing from the travelling vendor - Starting a satellite crash event
34 Days Ago
Set all hatchets up with subsystems for better movement in locomotion
34 Days Ago
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34 Days Ago
merge from Frog_Branch
34 Days Ago
merge from Jellyfish_branch
34 Days Ago
merge from jellyfish_movement -> Jellyfish_branch
34 Days Ago
merge from machete refresh
34 Days Ago
merge from Livestock_animals
34 Days Ago
alien costume description
34 Days Ago
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
34 Days Ago
Optim: have HttpImage unload their images when store tabs are hidden Need to go through all the screens and verify they get unloaded correctly Tests: inspected general tab's grid contents while being ingame and toggling menu
34 Days Ago
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
34 Days Ago
Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)
34 Days Ago
protection setup on rocks and foundations
34 Days Ago
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
34 Days Ago
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
34 Days Ago
Merge from distance2d_fix
34 Days Ago
holster update
34 Days Ago
Skip the Y component subtract in Vector3Ex.Distance2D
34 Days Ago
flexbox_outofrange_nre -> main
34 Days Ago
armoured ladder hatch gibs
34 Days Ago
Fix Flexbox Out of Range error
34 Days Ago
Merge from distance2d_fix
34 Days Ago
Update: HttpImage - rewrite rate limiter to control concurrent loads - conotrlled by store.HttpImageConcurrentLoadingLimit (def 50) Dunno if placebo, but the small general tab hitch feels smaller (but still there) Tests: navigated across store
34 Days Ago
Merge from sandbag_barricade_variants
34 Days Ago
- Fix Distance2D methods in BaseEntity returning 3D rather than 2D distance. Replace usages of these with the 3D distance to not change previous behaviour, all look like they work well enough despite having used 3D distance all along - Change Distance2D in Vector3Ex to return Magnitude2D of both vectors rather than the 3D distance calculation with discarded Y components. Remove the "replace this" comment
34 Days Ago
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
34 Days Ago
wip test fixes
34 Days Ago
merge from painting_fixes
34 Days Ago
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion