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139,654 Commits over 4,383 Days - 1.33cph!

13 Minutes Ago
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29 Minutes Ago
Merge from main
30 Minutes Ago
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
49 Minutes Ago
Merge from main
1 Hour Ago
power consumption set to a tentative 5
1 Hour Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
1 Hour Ago
adjust bounds, move io input, add dismount on unpowered
1 Hour Ago
Bone armour female version update
2 Hours Ago
Bowless Crossbow - worldmodel and LODs
2 Hours Ago
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2 Hours Ago
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
2 Hours Ago
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2 Hours Ago
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
3 Hours Ago
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
3 Hours Ago
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
3 Hours Ago
exported latest crossbow bowless viewmodel  anims and updated rig
3 Hours Ago
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3 Hours Ago
Fixing skinning for gingerbread man suit
3 Hours Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
3 Hours Ago
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3 Hours Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
3 Hours Ago
Fix croc diving and charging
3 Hours Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
4 Hours Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
4 Hours Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
4 Hours Ago
enable screen edge fade on eyeAO materials
4 Hours Ago
computer station IO setup - no IO for static computer stations
4 Hours Ago
add toggle for refraction screen edge fade behavior
4 Hours Ago
Fix croc swim speed
4 Hours Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
4 Hours Ago
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4 Hours Ago
Fix animals slowing down to a crawl when fleeing
4 Hours Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
4 Hours Ago
Mannequin poses
5 Hours Ago
Fix a few shader compilation errors with rare variants
5 Hours Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
5 Hours Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
5 Hours Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
5 Hours Ago
added a bunch more boat layouts for testing
5 Hours Ago
Reduce guaranteed slots from defensive to 1
5 Hours Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
5 Hours Ago
merge from render_pipeline_testing (reflection fix)
5 Hours Ago
fix vclouds not showing up in water reflections in BiRP
5 Hours Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
5 Hours Ago
5 Hours Ago
Industrial Autoturret - Updated textures
5 Hours Ago
Fixing skinning for lumberjack hazmat
6 Hours Ago
New gesture animation polish pass
6 Hours Ago
merge from waterwheel_deployable