reporust_rebootcancel

123,974 Commits over 4,171 Days - 1.24cph!

6 Months Ago
add biome overrides for river normal strength, also share biome weight fetching code
6 Months Ago
Add wake disturbance to croc
6 Months Ago
merge from fix_ownership_tape_recorder -> main
6 Months Ago
Fix cassette recorder losing item ownership when it's thrown into the world and picked back up
6 Months Ago
Fix croc spamming turn anim
6 Months Ago
Add some more placeholder audio to croc
6 Months Ago
water mask culling progress
6 Months Ago
Jungle river overrides.
6 Months Ago
merge from fix_deployable_corpse_place_lock -> main
6 Months Ago
Fix being able to put locks on deployable corpses (it didn't do anything but good to fix)
6 Months Ago
merge from softcore_update
6 Months Ago
merge from softcore_update/deployable_corpse
6 Months Ago
Fixed vending machine gibs not using skins
6 Months Ago
Combined gibs mesh for all corpses Cleanup, fixes
6 Months Ago
Mesh combiner now supports meshes with different materials, creates one submesh per material
6 Months Ago
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
6 Months Ago
Removed GibsSimulator component on retro tc corpse (editor component)
6 Months Ago
Added vending machine corpse
6 Months Ago
Enabled GPU instancing.
6 Months Ago
First pass of jungle color grade (not applied, needs a script amendment) Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
6 Months Ago
merge from high_walls_skins
6 Months Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
6 Months Ago
merge from high_walls_skins
6 Months Ago
Whitelisted furnaces, building blocks and barricades NRE fix
6 Months Ago
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6 Months Ago
merge from high_walls_skins
6 Months Ago
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process Show a toast indicating which entity is blocking the action
6 Months Ago
gantry pipe end flipped variation. updated textures too
6 Months Ago
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6 Months Ago
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6 Months Ago
Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
6 Months Ago
merge from main
6 Months Ago
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6 Months Ago
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6 Months Ago
Update: Split various tick validation functions into smaller loops - Added a couple small extension utils to NativeList This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split Tests: Staging demo playback - got comparable results
6 Months Ago
Merge from parent
6 Months Ago
Layer fix
6 Months Ago
trawler greybox progress
6 Months Ago
Merge from ent_setup
6 Months Ago
Skeleton.Snake fix
6 Months Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
6 Months Ago
Some entity tweaks
6 Months Ago
Fixed legacy furnace corpse colliders Manifest
6 Months Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
6 Months Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
6 Months Ago
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration - Expanded unit tests to cover the new util and a couple more code paths Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
6 Months Ago
Compile fix
6 Months Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
6 Months Ago
merge from main
6 Months Ago
Update store names