reporust_rebootcancel

136,429 Commits over 4,324 Days - 1.31cph!

4 Days Ago
merge from main -> fix_copy_paste_duplicate_entity/refactor
4 Days Ago
Correctly clear Busy state on BBS load (again)
4 Days Ago
Fix some cases where scientists were still seeing you too easily through smoke
4 Days Ago
merge from paste_autocomplete -> main
4 Days Ago
List possible paste file names when using `paste` convar with an incomplete filename - don't actually autocomplete so we don't accidently paste a huge build unintentionally
4 Days Ago
Further progress on the deploy volume tests, fix a bug which finds 20 more cases
4 Days Ago
Fix naval scientist flashlight/lasersight not working
4 Days Ago
merge from main
4 Days Ago
Remove option to have transitions and state not receive a payload, it's less bug prone
4 Days Ago
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20, It must be large enough so the grid can always find the station regardless of where inside the build area we query from Fixes IO entities on land connectable to edit mode boat sometimes
4 Days Ago
merge from wallpaper_playerboats
4 Days Ago
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
4 Days Ago
Merge: from expand_perf_telem - Update: object work queues now send their budget time + an aggregate record - Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record Needs a bit of backend work to fully finish this. Tests: uploaded to backend, inspected what arrived
4 Days Ago
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4 Days Ago
Update: couple analytics fixes: - new TimeSpanExt.FromMicroseconds utility to get sub ms timespans - changed CSV data pushing to object_work_queue_2 and frame_profiling_2 - moved BudgetTime to be last field in the CSV blob for object_work_queue_2 Tests: inspected csvs on backend
4 Days Ago
New deployable test to check things can't be placed clipping inside construction / boat construction Finds almost 100 cases
4 Days Ago
Boxes DLC - LOD distances normalization pass
4 Days Ago
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4 Days Ago
Added and Setup Makeshift Coffee Table Prop Folders and Materials Imported Makeshift Coffee Table Prop Textures
4 Days Ago
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4 Days Ago
merge from main
4 Days Ago
Merge from boatscientists_mission_fix
4 Days Ago
Mission to kill deep sea patrol boat scientists now fails if the deep sea closes
4 Days Ago
- Fixed refreshing of paintable gameobjects when their Materials/MaterialPropertyBlocks have changed - Added an UpdateInstance method for fallback renderers as they weren't being updated - Prevented renderers for unintentionally using the wrong MaterialPropertyBlocks that were meant for other renderers
4 Days Ago
merge from dobuild_optims
4 Days Ago
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
4 Days Ago
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4 Days Ago
Fixing outbreak sprayer skinning and prop joint position
4 Days Ago
minicopter ik target updates
4 Days Ago
Boxes DLC - fixed storage adaptors and Renderer LOD in armor box
4 Days Ago
Merge: from main
4 Days Ago
Merge: from remove_old_occlusion_group_logic - Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out Tests: ran unit tests
4 Days Ago
Clean: remove old occlusion group code - removed -enable-new-server-occlusion-groups command line - cleaned tests Tests: ran occlusion group unit tests, all 144 pass
4 Days Ago
Updating burst cloth for Dracula cape
4 Days Ago
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4 Days Ago
Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
4 Days Ago
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
4 Days Ago
Merge from wildlifecull_wolf_fix
4 Days Ago
Add Wolf2 to eligible animals for Wildlife Cull mission
4 Days Ago
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
4 Days Ago
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to - replaced internal usages * Pool.GetList<T> -> use Pool.Get<List<T>> instead * Pool.FreeList<T> -> Pool.FreeUnmanaged * Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true) * Pool.ClearList<T> -> write your own * Pool.FreeMemoryStream -> Pool.FreeUnmanaged Tests: compile simulator in editor
4 Days Ago
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
4 Days Ago
Kitchen kit updates
4 Days Ago
merge from main
4 Days Ago
Adding door mats meshes and textures and light fixtures blockouts
4 Days Ago
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4 Days Ago
Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
4 Days Ago
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)
4 Days Ago
merge from dobuild_optims
4 Days Ago
Boxes DLC - improved ammo box icon, removed lid transparency