reporust_rebootcancel

157,149 Commits over 4,566 Days - 1.43cph!

17 Minutes Ago
Attempt 2 at fixing compute kernel lookup errors during builds
26 Minutes Ago
Perform BRG culling in a job
38 Minutes Ago
Merge from main
53 Minutes Ago
▅ ▆▄▊▅█▌ ▇█▇▅▊▊▋▌▆▉ ▋▅▌▊▆▅█▉█▍▋ ▊█▆
54 Minutes Ago
Fix terrain not rendering when instancing is active
1 Hour Ago
merge from PlagueHazmat_Improvements
1 Hour Ago
wip procedural animation-target skin constraint
1 Hour Ago
Add toggle buttons per source, so you can toggle mixing table entries on/off for cooking workbench, etc. Search still searches across all categories, hidden or not. Pooling fixes. Layout tweaks.
1 Hour Ago
merge from main
2 Hours Ago
Merge from vcc
5 Hours Ago
Store entity ID for position ticks in a 1000 sized cache - reduces entity ID from 8 -> 5 -> 2 bytes (8 now, would be ~5 with VarInt encoding, 2 bytes with index lookup) - also compresses the parent's network ID when parented - overkill just for network IDs but basically free since we also want to do lossy compression for positions - demos store the network ID lookup in the keyframes so it can skip forwards & backwards still - make batch position packets ordered now (not a big deal since they are way smaller than old ones and max one per server frame)
6 Hours Ago
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame
Today
▇ ▍▊▋▆▊▉ ▄▊█▇
Today
▄ ▌▌▋▍▇▆▄ ▍▆▄▉▉ ▄█▉▄▌▅▇ █▉█▌▋█▉ ▍▇▍▄▅▆▌▉▄ ▌▍▊▌ ▆█▅ ▋▅▆ ▉▋▉▅▊
Today
Terrain diffuse base pyramid disable
Today
▇▊▅█▄▋ ▇▉▉▆▍▍▍▇▋▊█▄▌▄▍▌▉▄▊▇▄▅▇▄▍▆▌▉▋▉▋█▋▊▋▇▌█▇▉▋▊█▊▇▉█▋▆ █▄▅▋▊▋▆▅▉ ▆▊▅█ ▉▅▍▍▇▆ ▆▊ ▄▄▊▅▉█
Today
Merge from main
Today
Merge from Animal_Jumping
Today
Fixed picking up mushrooms not showing the total owned in the pickup notice
Today
merge from optimize_upkeep_multiplier -> main
Today
Cherrypicked 168066 "Can't use the frankenstein table if building blocked"
Today
Can't use the frankenstein table if building blocked
Today
merge from frankensteintable_priv
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
Today
merge from aipoint_strip
▄ ▄▋▌▉▆ ▍█▄▋▄▉▋▄▇ ▅▇▊▉█▇▍▉ ▌█▊▋ ▋▄▇▉▅▍ ▆▉▄▋▆▊▌▉▄ ▍▅ ▄▍▋█▆▅▍▅
Today
merge from cliffs_heightcollider_fix
Today
Fixed some traincar variants not playing any SFX when destroyed/gibbed
Today
simplified meshes on a lot of scrap king building components to accomodate revised textures, fixed lod0>lod1 mismatches across a bunch, fixed culling on corners
Today
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
Today
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map I had ~6500 of these enabled on a proc gen map
Today
Refactor + cleanup
▍ ▅▌▄ █▊▌▍▋ ▌▅█▅▄█ ▇▄▌▌▍▋▇▍ █▌▆▉▄▉▊▉▄ ▅▉▅▌█▌ ▄█▌▉ █▄▋▅▉▍▊ ▉▌▍▅▌█▊▆█ ▆▅▅▌
Today
▅▊▋█▅▆ ▋▌▇▉▊ ▇█▆▆▌▌▉▌▄ ▍█▌▌▇▅▉▊ ▊▊▆▉ ▊▊▉▆▊▇▍ ▄ ▆▉▍▍▋█ ▆█▅
Today
Remove leftover log in RotaryGunCylinderViewmodelComponent
Today
merge from pool_review
Today
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
▍ ▊▋▆▊█ ▆▌▄▌▇▉▉ ▄▆ ▉▊▇▉▅▊ ▄▅▇▇▊▍▉▌▊ ▊▌▊█▄▌▇ ▉▅▇▉▋ ▅▌▉▊▌▆▅ ██▆▊█▆ ▌█▇ ▍▍█▋▄ █▆ █▍▅ ▄▇▆▅▅▆▊ ▍▌▇▌▊▌▋ ▇█▅▇▆ ▅▅▅▇ ▍▉▆ ▌▋▋▋ ▉▅▋▋▆▋▅ ▇▄█▌▆▄▅▉ ▆▅ ▋█▊▇ ▌▅▋▍ ▌▄▇▉▍▇▌ ▆▅▋▋▍
Today
Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
Today
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
Today
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
Today
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
Today
Fixed the codelock on frankenstein table appearing underneath the table on the floor
Today
Tests
Today
▌ ▉▅▄ ▍▉▋▋▅▅▍▄▉▅▊▊▉ ▉▆▉ ▆▆▄▉▊ ▌▋▋▊▍▌▆▇▆ ▆▋▉▌▍▅▊ ▇▋█▆█▉▉█▅▍▉▋▊▊▉▉▊ █▅ ▌▄▅▅ ▆▊▋ ▇▌▌▄▊▊▅▍▌▉▊ ▇▆▆▅▇█▄ ▆█▊▉ ▋▆▍█▌▆▊▆▉▅ ▉▊▆ ▊▉▄ ▆▍▊▋ ▋▄▌▆▅▌ ▊▊▋▅▍▆ ▅▋▅▊▅ ▆▋▌▆ ▊▄▉▌▉▄█▋ █▋ ▇▌▌▌▋█▊▆▍▊▍▉▇▅▆▉█▉▍ ▍▍▅▋▉▄▄ ▇█▊▌▅ ▍▆▇▊▇▆▌▇ ▆█▄▌ ▆▆▅▊ ▇▉▄
Today
Update demos to read the new batched packet format
Today
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
Today
merge from deepsea_unloading
Today
Merge from hemp_colour_swap
Today
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it