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132,123 Commits over 4,262 Days - 1.29cph!

Yesterday
WIP, it's getting annoying to drag these changes across branches: - Move a good chunk of buoyancy into burst. - Add burst methods for filling buoyancy point data arrays. - Introduce methods for running buoyancy in a batch rather than on every component separately.
Yesterday
Make terrain height and shore vector methods readonly to indicate that they're pure.
Yesterday
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)
Yesterday
Replace broadcast motion with a cached version (staggered update every 60f), reduces Client.Update from 4.5ms~ back to 1ms~ with 15 boats.
Yesterday
exported latest paintball gun rig and anims
Yesterday
Paintball Gun - prefab fixes, icon
Yesterday
Profiling PlayerBoatSounds
Yesterday
notifications_indicator_fix_2 -> main
Yesterday
Formatting
Yesterday
Fix standard notifications not being included properly
Yesterday
moved ice block to Deployed layer
Yesterday
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
Yesterday
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
Yesterday
removed old movement/bullet blocker setup and other cleanup
Yesterday
Ensure indicator pops up in every circumstance (at least with bans)
Yesterday
- Simplify Notifications indiciator between saves - Add partial to GrowableHeatSource - Codegen
Yesterday
stopped some unecessary cube marching enqueues when placed
Yesterday
boat_planner_icon_fix -> main
Yesterday
Fix the 'boat planner' icon having green shadows
Yesterday
Added space station building skin video
Yesterday
main -> notifications_indicator_fix_2
Yesterday
Cherrypick 139564
Yesterday
snapping_corner_nre_fix -> main
Yesterday
merge from main
Yesterday
merge from censoring
Yesterday
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
Yesterday
Fix deployable snapping corner hit NRE
Yesterday
Reduced ocean scale when the deep sea is about to wipe
Yesterday
fixed wrong physics mesh assignment and server compile errors
Yesterday
Mannequin and MInigunammoBackpack repose
Yesterday
merge from naval_update
Yesterday
merge from main
Yesterday
merge from settings_fixes
Yesterday
Fixed outdated convar values in graphics preset, causing the preset to always show as "Custom" (shader LOD, shadow cascades)
Yesterday
Fixed graphics preset custom editor errors after the localisation changes
Yesterday
Fixed missing graphics preset in the settings menu
Yesterday
Twitch rivals flag reposed
Yesterday
separate collision mesh generation from visual, still works assigning the same mesh to both - lets us have consistent collision between censoredsigns being enabled/disabled
Yesterday
Merge: from main
Yesterday
Merge from naval_update
Yesterday
Merge from naval_missions
Yesterday
Re packing prefab for m92 rig
Yesterday
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
Yesterday
Updating m92 prefab with new rig
Yesterday
Merge from editor_shader
Yesterday
Also allow concrete, sandbags and stone barricade in the deep sea
Yesterday
merge from naval_update
Yesterday
Fix GetUnmountedWaterFactor NRE
Yesterday
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
Yesterday
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)