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134,974 Commits over 4,324 Days - 1.30cph!

Yesterday
CodeGen
Yesterday
If streamermode is enabled then turn off RHIB screens
Yesterday
Pool fix
Yesterday
centred floating_city_3 terrain properly, rebaked shore vectors
Yesterday
Merge from deepsea_closed_fail_missions
Yesterday
Small code fixes Rebuild phrases
Yesterday
50cal and cannon updates
Yesterday
Minor adjustments to walk around distance
Yesterday
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
Yesterday
merge from main
Yesterday
Codegen and compile fixes
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
apartments building facade, atrium and corridors progress
Yesterday
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Yesterday
merge from indirect_instancing
Yesterday
Mark Indirect Instancing as DeveloperOnly
Yesterday
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Yesterday
Fix new scientists killing players without wounding them first
Yesterday
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
Yesterday
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Yesterday
Disabled tree minigame for palm_tree_tropical_short_e - too small
Yesterday
Tweaked floating city 3 shore vector volumes S2P
Yesterday
fixed native pixel data using wrong format, should've been half4 not just Color
Yesterday
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
Yesterday
paintball gun no longer researchable
Yesterday
Cannonball textures from 5.3mb to 0.6mb.
Yesterday
Minor deep sea code cleanup
Yesterday
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Yesterday
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Yesterday
Reserved flag fix (7 to 8 for flare)
Yesterday
Fix occupied seats not working after a vehicle is copy pasted
Yesterday
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Yesterday
Signal computer mesh read/write for col.
Yesterday
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
Yesterday
merge from main -> print_speed
Yesterday
more work on rentable kiosk blockouts WIP
Yesterday
turret_model_clipping_fix -> main
Yesterday
- Fix player model clipping into turrets at certain angles - New set of movement curves
Yesterday
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
Yesterday
Fixed being able to cross to deep sea with submarines on board They didnt carry over but we now block entry with a toast, like for helicopters
Yesterday
fixed paintball gun WB3 reqirement
Yesterday
Fix scientists not able to go into large oilrig top floor rooms
Yesterday
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
Yesterday
Restored horse siege harness
Yesterday
merge from LNY26
Yesterday
Removed horse roadsign armor redirect (was set to itself by accident)
Yesterday
basic non-UVd blockout for rentable kiosk C
Yesterday
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Yesterday
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms