reporust_rebootcancel

157,467 Commits over 4,566 Days - 1.44cph!

12 Minutes Ago
Fixed MeshCull not hiding its renderer when reused from the pool while culled Was causing code lock light quads to draw at any distance after spawning, amongst other things
14 Minutes Ago
Fixes to allow flattening inside of entity prefabs
25 Minutes Ago
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
26 Minutes Ago
Fix bugs with group change polling
41 Minutes Ago
Merge from main
42 Minutes Ago
Delete old tests
51 Minutes Ago
Disposing graphics buffers before use where it wasn't done previously
1 Hour Ago
Fix a swarm of loose bees briefly appearing near the hand when throwing a bee grenade
1 Hour Ago
merge from trainengine_audio_fix
1 Hour Ago
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
1 Hour Ago
Add missing IsOn check for heli rumble
1 Hour Ago
Fix gamepad glyp display panel UI overlapping in inventory on certain resolutions/aspects
1 Hour Ago
Fix flare viewmodel attach anim
1 Hour Ago
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
1 Hour Ago
Merge from main
1 Hour Ago
Compile fix
2 Hours Ago
update from main
2 Hours Ago
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
2 Hours Ago
Fixed IO entities with pipes rebuilding their pipe colliders on every network update IO entities sending full network update is quite rare as they rely on flags but still worth fixing
2 Hours Ago
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
3 Hours Ago
viewmodell anim tests + placeholder sounds
4 Hours Ago
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled For a base with 223 pipes: Was 0.05ms on the main thread and 0.5ms on workers every frame
4 Hours Ago
merge from fruit_trees
4 Hours Ago
Reduced coconut.tree network range to 128. Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway. Increased chance of apples/beehive spawning on oak_d to 25% from 15%. Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
4 Hours Ago
Another visual cooking pooling fix
4 Hours Ago
Now poolable: - Cooking workbench - Metal embrasures - Flower pots Fixed some visual cooking pooling bugs
4 Hours Ago
Auto-repair on startup if deep sea is disabled
4 Hours Ago
Customiser animation updates with eye movement test
4 Hours Ago
Merge from main
4 Hours Ago
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
5 Hours Ago
Removed the max light cookie cap warning that would appear when loading into a server
5 Hours Ago
Windmills now use two syncvars to send wind updates instead of full network updates They're poolable too
5 Hours Ago
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles This should reduce network overhead when driving any vehicle/sitting in a seat
5 Hours Ago
merge from weapon_refresh_nailgun
5 Hours Ago
Checked if Updated Nailgun works and can be skinned properly. Updated Nailgun Workshop Source Obj
5 Hours Ago
Merge from mixingcooking_ui
5 Hours Ago
Merge from main
5 Hours Ago
pt_boat_turret_rewrite -> main
5 Hours Ago
Icon change
5 Hours Ago
Add separate currently craftable list. Added all button. Changed behaviours.
5 Hours Ago
Remove re-declarations of state recently hurt
5 Hours Ago
Disabled shadows on lights via AmbientLightLOD as a fail-safe for lights that should have shadows disabled but had them left on
5 Hours Ago
Beehives are poolable
5 Hours Ago
Merge from main
5 Hours Ago
Planters are poolable
6 Hours Ago
Disabled shadows on the tuna can light's bounce lights
6 Hours Ago
fix for the 3p crossbow mesh shading being broken.
6 Hours Ago
More merge cleanup
6 Hours Ago
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)