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135,624 Commits over 4,474 Days - 1.26cph!

Yesterday
bear desc update
Yesterday
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
Yesterday
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
Yesterday
Bugfix: fix initialization race of LODComponent on whether it's dynamic or not - Now both ToggleDynamic and OnEnable can initialize managers+occlusion When loading from network snapshot, it was toggling dynamic state before it initialized managers, leaving it in a half-dynamic, half-static state Tests: spawned a copy paste boat, all entities were present. Flew out of net range and back - all's there
Yesterday
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
Yesterday
Bunch of cleanup and refactor iterating,
Yesterday
merge from storepage_glowingwallpaper
Yesterday
Updated all media with individual shots for each wallpaper
Yesterday
Merge: from main
Yesterday
Convert the various tools made last week into a new unified SceneChecker window Scans the scene once, runs everything though a selection of SceneCheck classes Can add new checks by just deriving from SceneCheck, will automatically get picked up Can filter each check in the window with a number beside the filter to see Added a check to find RendererLODs that can be converted to MeshLODs
Yesterday
Added a visible number to rentable shops to align with computer terminal
Yesterday
Push missing function
Yesterday
cache bounds, still kinda slow
Yesterday
Final (for real this time) apartment costs: Small - 25 initial cost, 10 per day Medium - 150 initial cost, 50 per day Large - 350 initial cost, 100 per day
Yesterday
Train tunnels additonal rooms / early whitebox progress
Yesterday
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
Yesterday
Scene save
Yesterday
Fixed admire button regression
Yesterday
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
Yesterday
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
Yesterday
satellite crates updates (textures, meshes, lods)
Yesterday
Shrink satellite kill radius to match the new (smaller) satellite model. Fix model offset so it is centered in prefab.
Yesterday
Compact some serialization
Yesterday
merge from snapping_revert_2
Yesterday
Fixed the issue with the lighting messing with the alpha of the CCTV UI render texture
Yesterday
Merge: from furniture_occlusion_fix - Reimplement previous bugfix to retain furniture culling Tests: rendeted and tried to run in and out, abused noclip, triggered bug once
Yesterday
Bugfix: restore furniture occlusion culling, check both occlusion state and appt flag Tests: rented 601, ran in and out, noclipped a bunch - was able to trigger it only once(abusing noclip) instead of constantly, should be better
Yesterday
Merge: from main
Yesterday
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
Yesterday
added calf model materials and textures. all livestock animal textures meta files updated.
Yesterday
merge from furniture_occlusion_fix
Yesterday
Always show the static furnitures of rented rooms, temp fix for occlusion not working properly
Yesterday
Merge: from main
2 Days Ago
Merge from PlayerMaintainedMonuments
2 Days Ago
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component Removed a garbage allocation in RendererLOD::NotifyLODChange
2 Days Ago
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
2 Days Ago
Tweaked various prop LOD distances that were popping in the corridors and lobby
2 Days Ago
Updated pool cue position in animations
2 Days Ago
Fix Scientist2 not spawning on deep sea islands
2 Days Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
2 Days Ago
game_room_dlc -> game_room_dlc/pool
2 Days Ago
Merge: from renderbatch_meshlod_improv - Bugfix for basement doors not rendering Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering
2 Days Ago
Bugfix: mark appartment doors a/b/c as dynamic - apartments S2P Since they move, they should've been dynamic, but it also causes them to be refreshed and have up to date occlusion state (but no idea why we need this - will chase up later) Tests: booted into apartments island, checked all floors for doors not rendering. Checekd room 101 - stuff was rendering
2 Days Ago
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
2 Days Ago
gibs and entity setup for stacked terminal blocker
2 Days Ago
Fixed missing item ownership when buying the master key
2 Days Ago
Fixed mesh not culling on last lod
2 Days Ago
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
2 Days Ago
Event updates on throw animation
2 Days Ago
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic