reporust_rebootcancel

129,928 Commits over 4,232 Days - 1.28cph!

Yesterday
Merge from floating_cities
Yesterday
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
Yesterday
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
Yesterday
Rebase on /main
Yesterday
Merge from parent
Yesterday
Yesterday
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
Yesterday
Inputs as well
Yesterday
Recalculate final position of line for outputs (still need inputs)
Yesterday
Backpack charms
Yesterday
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Yesterday
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Yesterday
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam Marked some button lists as non static so domain reloads can be disabled, still has some issues
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Arctic biome stuff
2 Days Ago
AccessoryManager prefab wip implementation
2 Days Ago
merge from main
2 Days Ago
Frogboot charm art assets & prefab setup
2 Days Ago
Arctic biome revamp
3 Days Ago
Filename consistency
3 Days Ago
Tuned down daytime atmosphere haze in arctic and tundra biomes a bit (not savas specific)
3 Days Ago
3 Days Ago
Spawn table stuff & related files
3 Days Ago
Various savas-specific stuff. Fixed the neon leaf colours on the forest splats.
4 Days Ago
4 Days Ago
More spawn related stuff
4 Days Ago
Savas-specific spawn tables.
4 Days Ago
Update: apped hex prefix when emitting native method address Tests: none, trivial change
4 Days Ago
merge from main
4 Days Ago
Update: emit address of native function Trying to chase up why sometimes names missmatch with what VS disassembly window shows Tests: viewed BasePlayer::BoxTest
4 Days Ago
Bugfix: use mnemonics instead of bytes when checking if decoding should finish My initial attempt to inpsect raw opcode didn't work in all cases, leading to false-positive parsing aborts. Tests: viewed BasePlayer::ServerUpdate and BasePlayer::BoxTest
4 Days Ago
re-set viewmodel rendererer on base weapon
4 Days Ago
Initial files,folders and prefab setup
4 Days Ago
Final profiler window tweaks: supports larger packet rundowns
4 Days Ago
bit more set dressing
4 Days Ago
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4 Days Ago
Capture all missed outgoing packets in client and server
4 Days Ago
hackweek arcade small prototype tweaks
4 Days Ago
Update: better detection when to stop decoding stream - now tracks max referenced jump address and stops on last ret or jmp -offset Tests: viewed nested call in BasePlayer::BoxTest
4 Days Ago
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4 Days Ago
Ensure 'server' is set right on our inbound packets
4 Days Ago
missed files (again)
4 Days Ago
Record the rest of the inbound packets I missed: group enter, group change, group destroy, world data, voice data, entity flags, entity position
4 Days Ago
Bugfix: ensure instruction pointer gets saved to list only if we stopped parsing teh stream Previously we could add the ip to the list before we decided to stop decoding, leading to out of sync issues Tests: viewed BasePlayer::BoxTest
4 Days Ago
Can now sleep in beds via the radial context menu Just a mount pose, has no effect other than extreme immersion
4 Days Ago
Better effect outgoing packets
4 Days Ago
missing file
4 Days Ago
Update: change asm text color if it's a potential address Tests: viewed BasePlayer::BoxTest
4 Days Ago
main -> network_profiler