reporust_rebootcancel

120,876 Commits over 4,018 Days - 1.25cph!

27 Days Ago
Whitelisted furnaces, building blocks and barricades NRE fix
27 Days Ago
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27 Days Ago
merge from high_walls_skins
27 Days Ago
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process Show a toast indicating which entity is blocking the action
27 Days Ago
gantry pipe end flipped variation. updated textures too
27 Days Ago
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27 Days Ago
Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
27 Days Ago
merge from main
27 Days Ago
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27 Days Ago
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27 Days Ago
Update: Split various tick validation functions into smaller loops - Added a couple small extension utils to NativeList This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split Tests: Staging demo playback - got comparable results
27 Days Ago
Merge from parent
27 Days Ago
Layer fix
27 Days Ago
trawler greybox progress
27 Days Ago
Merge from ent_setup
27 Days Ago
Skeleton.Snake fix
27 Days Ago
Some entity tweaks
27 Days Ago
fix compute shader error
27 Days Ago
progress on working underwater effects for rivers/lakes also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
27 Days Ago
Updating skinning on outbreak scientist
27 Days Ago
Update: Integrate TickInterpolatorCache into the server flow Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers
27 Days Ago
merge from main
27 Days Ago
jungle terminals
27 Days Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
27 Days Ago
fixed erroneous naming on horse costume sitem.asset, and added "three variations" to horse and chicken descriptions. Added prop render script to horse costume so turntable on store looks better
27 Days Ago
Fixed 'ent kill' killing building blocks behind dropped items
27 Days Ago
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27 Days Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
27 Days Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
27 Days Ago
merge from softcore_update
27 Days Ago
merge from softcore_update/deployable_corpse
27 Days Ago
Compile fix
27 Days Ago
merge from softcore_update/deployable_corpse
27 Days Ago
Fixed corpses not pickable when on an invalid position
27 Days Ago
Update store names
27 Days Ago
Fixed DeployVolumeCapsule not supporting ignored types and ignored entity - fixes furnace corpses not being repairable
27 Days Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
27 Days Ago
Fixed legacy furnace corpse colliders Manifest
27 Days Ago
subtract 117690 (skinning changes to outbreak scientists)
27 Days Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
27 Days Ago
Clean: add a comment Tests: none, trivial change
27 Days Ago
checked over adobe walls and sunken knife store pages, tweaked abyss turntable items a bit to better position them
27 Days Ago
Tests: validate PlayerTickIterator in it's initial state Tests: ran unit tests
27 Days Ago
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27 Days Ago
Tests: Add more edge case testing - Testing 1 tick only - Testing up to capacity ticks Tests: ran unit tests
27 Days Ago
Bugfix: TickInterpolatorCache now properly handles "Reset" position - Fixed unit tests Tests: ran unit tests - all tests now pass
27 Days Ago
merge from softcore_update
27 Days Ago
merge from main