reporust_rebootcancel

134,894 Commits over 4,444 Days - 1.26cph!

8 Months Ago
Merge from parent
8 Months Ago
fixed blockers around FC2 bridge (for good this time)
9 Months Ago
Unsaved terrain prefab id's
9 Months Ago
Finally fixed snow material showing on deep sea island (for real this time, promise)
9 Months Ago
Merge from parent
9 Months Ago
Some missing topo.
9 Months Ago
Fixed beds on boats not triggering periodic refreshes of respawn options on the client
9 Months Ago
Beach tweaks.
9 Months Ago
Move tutorial islands further away from deep sea (only cover half of the map edge)
9 Months Ago
Fix terrainData list removing, clamp activeTerrainIndex to length, and move matrix setup into terrainData constructor
9 Months Ago
Fixed constant NRE's and profiler errors in WaterCamera
9 Months Ago
Merge from island_scenes
9 Months Ago
TerrainMesh now searches from the root of the island, should catch the various rocks using terrain blend shaders Added debug.printterrainconfig TerrainConfig is now a BaseScriptableObject so we can use FileSystem S2P both islands
9 Months Ago
Merge from parent
9 Months Ago
Fixed farm access guard not actually taking scrap, S2P both cities (no scene changes)
9 Months Ago
Merge from floating_cities
9 Months Ago
Invoke gestures with a gesture config, not a string Clamp the gesture list so the scroll doesn't feel bad
9 Months Ago
Merge from main
9 Months Ago
Merge from boomerang_animfix
9 Months Ago
Update icon of boat stairs block
9 Months Ago
Don't spawn tutorial islands in the deep sea
9 Months Ago
Merge from main
9 Months Ago
Fix autocomplete issues with chained commands, fix command history issues with new lines.
9 Months Ago
Merge from steam_timeline
9 Months Ago
merge from qol_dump_improvements -> main
9 Months Ago
Potential fix for DontDestroyInScene having too many objects
9 Months Ago
More improvements - add profiler samples around each area so you can see why the whole dump takes 5+ seconds - add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
9 Months Ago
adding small engine gibs / updating prefab
9 Months Ago
Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
9 Months Ago
Bugfix: fix invis players not replicating positions & rotations Tests: spectated invis player, didn't observe and animation glitches as the comment warned (tried rock, torch, ak)
9 Months Ago
Bugfix: don't destroy local player when spectating player going invisible Fallout from the recent rewrite. Tests: while being spectated, toggled invis a bunch of times - no NREs on the client. invis player doesn't replicate, though, will fix next.
9 Months Ago
Splatting progress
9 Months Ago
merge from fishing_village_collider_fix_fix
9 Months Ago
Reapplied 132483. S2P
9 Months Ago
merge from workshop_filedialog_title -> main
9 Months Ago
Add title text to workshop file dialog, customize for bulk import
9 Months Ago
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy. - Always update the entire buffer to make greedy GPU drivers happy. - Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything. - Use a function pointer (👻) in damage region processing for similar reasions. - Unlock the arrays in Update in case OnPreCull wasn't called. - New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
9 Months Ago
oil rig platform lods and collision oil rig foot flat lods and collision
9 Months Ago
RPG7 - Texture update
9 Months Ago
Finalized spawns.
9 Months Ago
walkway roof tarp collider fixes
9 Months Ago
Casino converted paddling pool into a non-entity static object Static variants of broken down chippy arcade to reduce the number of entities in the scene Fixed bar merchant
9 Months Ago
edited naval large sails anims
9 Months Ago
undid change in file I don't remember touching (harmless)
9 Months Ago
updated naval anchor animations
9 Months Ago
allocation_reductions -> main
9 Months Ago
code gen
9 Months Ago
allocation_reductions -> main
9 Months Ago
Bugfix: remove false-positive log for deferred player destroy - remove unnecessary override Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause Tests: spectated a player constantly toggling invis
9 Months Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)