reporust_rebootcancel

145,534 Commits over 4,444 Days - 1.36cph!

49 Minutes Ago
Prevent unoccupied rooms from being broken into - link apartment doors -> apartment on the client
2 Hours Ago
merge from buildingerrors_fix
2 Hours Ago
merge from console_localtime
2 Hours Ago
merge from stackedsteamitems_fix
3 Hours Ago
neon carpet textures and icon update
3 Hours Ago
ornate frame canvas gloss tweaks, made less glossy
4 Hours Ago
Fix building errors/toast messages not showing up when a teammate is holding a planner, when building preview is enabled
4 Hours Ago
toned down wrinkles on canvas a bit
4 Hours Ago
Bunch of skin viewer framing fixes
4 Hours Ago
Fixed stacked steam items showing as one single item in the steam inv menu
5 Hours Ago
fixed industrial auto turret laser position
5 Hours Ago
merge from workshopskinnable_metal_shop_front
5 Hours Ago
Fixed console logs using UTC time instead of local time
5 Hours Ago
Metal shop front , set up for workshop. Changed to two materials - front and back
6 Hours Ago
Fixed the popping issue with the wood stove. I was using meshlod on a mesh that had the number of materials change. I had to use RendererLod instead. That solved it.
6 Hours Ago
Add support to break into rooms with a master key - one time use - takes 10s to break in - gives 5m access - can steal stuff from the rooms in that time - can let yourself out of the room if you are left inside
Today
Update: use dirty indices for copy Test: none, trivial change
Today
Glowing Wallpapers - ceiling stars update, initial setup for wall version
Today
Update: propagate PlayerServerStates down to Antihack methods - updates unit tests for changed API Tests: unit & perf tests, ran around craggy
Today
Add apartment master lock for breaking into apartments
Today
added reverb settings and zones to all different apartment sizes
Today
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
Today
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Remove root transform name from path to gibs, was unnecessary and caused trip ups
oxygen_ui_flicker_fix -> main
Proper fix for dodgy flickering oxygen vitals Caused because we aren't sending as many metabolism updates after the optimizations
Today
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Today
merge from main
Today
pooltable new mesh - texture wip
Today
Cobalt Statue - New collider for the metal parts
Fix monument blockers spawning all their gib stages on death
Today
Disable motion blur because it's still a little broken
Today
Add a simple motion blur implementation
Today
merge from bc_better_scaling
Today
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Fix gibbable paths on vent cage blocker
Today
frontier hazmat warning spam fix
Today
Merge from ssao
Today
Fixed NaN water heights when the map has no land Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
Today
fixed frontier hazmat skin constraint setup on right side
Today
Added Deep Sea scene, turns the server into a deep sea
Today
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Today
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
Today
fixed mesh lod distance causing texture pop in
Today
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering
Today
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
Today
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller