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139,262 Commits over 4,383 Days - 1.32cph!

Today
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
Today
Merge from terrain_renderer
Today
Fix shader warnings in terrain compute (prevent possible edge case issue)
Today
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
Today
Merge from main
Today
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
Today
Fix player footsteps playing when water wheel is moving too slowly for them to make sense Add additional water loop to match particle effects for water wheels being pushed by players while in water
Today
First pass on admin vending machine support
Today
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
Today
Fixed leftover faces from interior/exterior kiosk splits
Today
assign stage-break effect for wood-piles
Merge from main
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
Today
Merge from main
Today
power consumption set to a tentative 5
Today
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
Today
adjust bounds, move io input, add dismount on unpowered
Bone armour female version update
Today
Bowless Crossbow - worldmodel and LODs
Today
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Today
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
Today
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
Today
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
Today
exported latest crossbow bowless viewmodel  anims and updated rig
Yesterday
Fixing skinning for gingerbread man suit
Yesterday
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
Yesterday
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
Yesterday
Fix croc diving and charging
Yesterday
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
Yesterday
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
Yesterday
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
Yesterday
enable screen edge fade on eyeAO materials
Yesterday
computer station IO setup - no IO for static computer stations
Yesterday
add toggle for refraction screen edge fade behavior
Yesterday
Fix croc swim speed
Yesterday
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Yesterday
Fix animals slowing down to a crawl when fleeing
Yesterday
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
Yesterday
Mannequin poses
Yesterday
Fix a few shader compilation errors with rare variants
Yesterday
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
Yesterday
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
Yesterday
Fix animals looking behind unnaturally, bring back the fix from previous implementation
Yesterday
added a bunch more boat layouts for testing
Yesterday
Reduce guaranteed slots from defensive to 1
Yesterday
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
Yesterday
merge from render_pipeline_testing (reflection fix)
Yesterday
fix vclouds not showing up in water reflections in BiRP
Yesterday
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
Yesterday