reporust_rebootcancel

125,336 Commits over 4,079 Days - 1.28cph!

5 Days Ago
add some per-weather+per-biome fog mults
5 Days Ago
fix override/live edit weather not respecting cloud configs
5 Days Ago
Reduce noise made by melee and bow
5 Days Ago
Various consistency tweaks.
5 Days Ago
Meta for the RPC source generator too since it accidentally committed in 124029
5 Days Ago
Remove unnecessary things related to SyncVars source generator
5 Days Ago
Overcast profile RC
6 Days Ago
Clean up reaction time visualization code
6 Days Ago
Fix shooting scientists not making them aware after reaction time rework
6 Days Ago
Fix bow projectiles not making noise (regression)
6 Days Ago
- Fix hearing not working after reaction time rework - Make noise events readonly structs, they didn't really need to be classes and need all the pooling - Only simulate sighting once per noise
6 Days Ago
Fix hearing and being hit boosting scientist accuracy too fast
6 Days Ago
▆▍▌▍▆▄▇ ▄▄▋▄▍▅▅ ▅▆▇▆▍▄▆ ▉▍▉▅▋ ▉▌▇.
6 Days Ago
merge from party_system -> main
6 Days Ago
Add `party_invites_enabled` convar to disable receiving party invites
6 Days Ago
Fix party invites not hiding names in streamer mode
6 Days Ago
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6 Days Ago
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6 Days Ago
▉▆▉ ▄▅▆▇▉▍██▍ ▍█▌ ▊▉▊▋▉▄ ▇██▆▄ ▋▆▌ ▌▇▄▇▊▆█ ▉▌▌▆▇▊▌▄▌ ▆▅▅▆▅▊▅ - ▋▍█ ▅▌▅▋▅ █▄▊ ▄▄▇▊▇ ▆█▅▋▌█ ▆█ █▇▊▍▌ ▊▄ ▋▅▅ ▇█▅▄▊▇ ▄▊▌▆▍▋▍ █▊ ▋▍▌ ▄▍▇▆▊▄▋ █▉▋▇▋▄▍▍▍ - ▍▅▅▅▌ ▋▊▅▊▄█▊ █▅▇▄▋ ▆▋▅▋▄▋▅ ▇▅▌▆▇ ▄▅▄▌▄█ █▊▋▍▇▇▅▊▊ ▊▄ ▄▇█▆▄ ▌▆▋ ▅▍█▄▋ ▊▌▇▌▉▌▇▌ ▇▊▌█▍▆ ▇▌▊█▄▉▆ ▅█ ▌▅▄▇ ▌▅▌ ▉▄▉▍ ▇█ ▍▇▅▌▆▆▊▋ - ▊▋▄▊▌ ▌▉▉▇▉ ▉▉▇▉▋▉ ▉▉▊█▄▋ ▌▄▌▍▌▇▇▆▆ ▄█▋▅▇▍▊▄▆ ▇▄ ▋▄█▌ ▄█▉ ▉▆▋▉▅▊ ▌▍▄▋▌ - ▍▅▆▄▆█ ▄▊ ▇█▉▌ ▉▇▅▄▄ ▋▉▄▌█ ▋▋ ▍▉█ ▇▄▆▇▍▍ ▅▆▅ ▌▊▌▍ ▋█▄ ▅▍█▅ ▅▄ ▉▌▅▉ ▊▍▉ ██▅▋ ▍▋▉▅▄▊▍▇▄ ▍▆ █▍▉ ▇█▇ ▊▋▉▇▆▆ ▉█▅▇ ▆▅▋▋▇█▅▄▄ ▌▍▄▇█▌ ▄▅▇▇▆▍▆ - █▅▋▋▉▇ ▋█ ▄▋▌▇▊▆ ▇▅ ▍▍▌ ▉▇▊█▉█▄▉ ▆▅ `▅▄▍▇▍▊▊_▍▊▍▋▆▉▋_▅▆▄▌▉▋▄▇█`
6 Days Ago
Clean: minor comment fix Tests: none, trivial change
6 Days Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
6 Days Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
6 Days Ago
merge from party_system -> main
6 Days Ago
Add leave party button
6 Days Ago
fix missing shader input on scene load
6 Days Ago
merge from party_system -> main
6 Days Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
6 Days Ago
shadow map cheapification
6 Days Ago
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
6 Days Ago
merge from indirect_instancing
6 Days Ago
Some .FBX.meta I didn't catch because they were uppercase
6 Days Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
6 Days Ago
Subtract all .mat changes to investigate artifacting issues
6 Days Ago
Subtract all .fbx.meta changes to investigate artifacting issues
6 Days Ago
Merge from parent
6 Days Ago
Merge from m ain
6 Days Ago
Merge from placement_improvements
6 Days Ago
Deployables can now be deployed on boats at sea
6 Days Ago
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6 Days Ago
Construction setup. Block fixes.
6 Days Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
6 Days Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
6 Days Ago
Fix peripheral vision being too strong in combat
6 Days Ago
Reduce scientist health
6 Days Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
6 Days Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
6 Days Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though