reporust_rebootcancel

139,586 Commits over 4,383 Days - 1.33cph!

8 Minutes Ago
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10 Minutes Ago
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
21 Minutes Ago
merge from main
24 Minutes Ago
stripped back workbench 2, added new corpse
28 Minutes Ago
Cleanup
48 Minutes Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
52 Minutes Ago
Update prefab MetalIceVest
55 Minutes Ago
IceMetalChestplate and IceMetalFacemask setup
1 Hour Ago
updated workbench tier3
1 Hour Ago
workbench tier 1 corpse update
1 Hour Ago
WIP show icons of equipped upgrades in workbench vital panel
1 Hour 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
1 Hour 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
3 Hours Ago
Merge from main
3 Hours Ago
Merge from main
3 Hours Ago
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
3 Hours Ago
Merge: from main Will need to subtract some stuffs
3 Hours Ago
Remove conflicting shader directory
3 Hours Ago
Fix shader errors
3 Hours Ago
Set up layer structure in new prototype shader
3 Hours Ago
Split StandardLayers into types and functions
3 Hours Ago
merge from parent
3 Hours Ago
merge from main
3 Hours Ago
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3 Hours Ago
Cherry-pick new standard shader prototype
3 Hours Ago
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
3 Hours Ago
Added support for custom light cookies when shadow caching is enabled
4 Hours Ago
Merge from terrain_renderer
4 Hours Ago
Merge from main
5 Hours Ago
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Today
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
Today
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Today
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Today
Merge from main
Today
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Today
Beancan override fixes
Today
Fix terrain quality remapping
Today
Fixed scientists using multiple masks at once, now matches main
Today
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Today
Merge from main
Today
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Today
Stove stuff.
Today
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Today
merge from networkgrid_iterationspeed_changes
Today
Another null check in OnNetworkSubscribersLeave
Today
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