reporust_rebootcancel

153,848 Commits over 4,536 Days - 1.41cph!

2 Days Ago
Fixed row window height causing the status info not to render on Windows Host consoles
2 Days Ago
- Set new navmesh enabled by default, now needs -useOldNavmesh to disable - Hook cow new stagger anims
3 Days Ago
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3 Days Ago
scrap king - updated meshes, added frames and lods
3 Days Ago
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3 Days Ago
Launch site, trainyard and radtown power grid rooms
3 Days Ago
Hide cow trust and gender by default (can be toggled by admin)
Rin
3 Days Ago
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3 Days Ago
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3 Days Ago
fix turtle swimming movement (in a lot of ways) fix not working in shallow waters fix turtle swimming into terrain
3 Days Ago
- Stripped arm mesh from 148 viewmodel files - Updated 169 viewmodel prefabs + remvoed dead mesh links
3 Days Ago
Update(editor): StoreBundleTool - add in logic to generate BlurHash for dynamic sprites Tests: works, but slow and produces wrong hashes
3 Days Ago
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3 Days Ago
Fix runtime livestock pattern not matching the ranges Taylor designed (partial commit part 2)
3 Days Ago
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3 Days Ago
New CountBy admin command that returns the same count as DeleteBy but without deleting entities
3 Days Ago
bull/calf/cow use old bias map
3 Days Ago
Fix runtime livestock pattern not matching the ranges Taylor designed
3 Days Ago
- Fix inbred procedural texture being applied to healthy cows, and actually inbred cows looking healthy - Disable srgb for cows bias maps
3 Days Ago
Re-add livestock pattern tester script (to add to cow lod 0)
3 Days Ago
- Gate all prediction errors behind a preafb - if prediction fails, just dont bother with it
3 Days Ago
Converted the light bins into bitmasks that contain light indices to reduce the overall memory overhead of light binning
3 Days Ago
Merge from render_pipeline_testing (fixed)
3 Days Ago
Re-apply improved hair and beard rendering cleanly
3 Days Ago
Merge from main
3 Days Ago
Subtract borked changeset
3 Days Ago
Merge from fuse_analytics_fix
3 Days Ago
Merge from render_pipeline_testing
3 Days Ago
Pass on penned cow with unreachable distractors around: - Fix curious cows being so curious they forget to eat - Walk to herd now check multiple cows not just nearest one (else it gives up at first unreachable) - Walk to trough now checks multiple troughs not just nearest one - Prevent bull from charging unreachable targets - Happy run wanders if player target is unreachable
3 Days Ago
Correction to the player element returned for fuses
3 Days Ago
Reverted that line
3 Days Ago
Updated calf prefabs with new mesh and materials. updated bull bias map
3 Days Ago
merge from sv_console_terminal_fix
3 Days Ago
Added more guardrails
3 Days Ago
Update rust native for all platforms
3 Days Ago
Make server own visibility for the livestock status panel not client, so only server decide if we want to hide genes or not client has no say
3 Days Ago
merge from sv_console_terminal_fix x2
3 Days Ago
Added more OS-specific guardrails and merged a few #ifs 🤞
3 Days Ago
RRP: Massively improved hair and beard rendering when TAA or DLSS are enabled. All other anti-aliasing modes now use simple cutout to appear less noisy.
3 Days Ago
Subtract 163953
3 Days Ago
merge from main
3 Days Ago
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Merge from animal_fencing_v2
3 Days Ago
Animal fence inventory sounds.
3 Days Ago
Update: back every dynamic sprite url in store with a blur hash field Going to setup data next Tests: compiles
3 Days Ago
WR config compile fix
3 Days Ago
Put the livestock server code back behind #if SERVER
3 Days Ago
add nullcheck for `playable is invalid` error kicking players out
3 Days Ago
Fix throwing 3p anim still playing when switching between items