reporust_rebootcancel

139,511 Commits over 4,505 Days - 1.29cph!

45 Minutes Ago
Merge from main
50 Minutes Ago
Merge from modular_car_handling_improvements
53 Minutes Ago
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
1 Hour Ago
Merge from main
3 Hours Ago
Hunters and fish pie 2 > 1 mushroom
3 Hours Ago
dead log resource gib meshes and setup isn't currently supported as nothing in the resource family gibs
3 Hours Ago
Small oilrig converted
4 Hours Ago
WIP Oil rigs no longer despawn all crates when the server restarts, large rig converted, small rig to go - Reworked the reset setup, attached a generator to the main reset so it can be saved, removed the smaller puzzleresets for each of the rooms - Puzzle now force-resets on server restart, unless there's players nearby - this also fixes getting killed while sleeping if you happened to be near any puzzle when the server goes down - Crates get saved so if you were in the middle of hacking the locked crate, it just continues after restart - Various other stuff to allow the puzzlereset to correctly find its reset entities and reset objects again afterwards - Puzzle itself saveloads references to spawned crates so it doesn't spawn duplicates on the next reset - ScientistBoatOilrigManager is no longer an entity (not needed) - Slight refactor, lots more cleanup to be done
4 Hours Ago
merge from main -> Hackweek_CompostUI
5 Hours Ago
merge from main
6 Hours Ago
merge from Squirrel_test -> critter_animals
6 Hours Ago
merge from cui_updates
6 Hours Ago
Fixed potential NRE in FadeCanvasGroup
Today
merge from main
Today
optimised ao textures for vehicles, generic textures and misc items. halved 2k -> 1k with almost zero visual difference, not enough to warrant the double res 328 MB -> 192 MB vram
Today
merge from Rabbit_test -> critter_animals
Today
add WIP frog "interested" state, which currently makes it look for shallow water and then start croaking
Today
russian roulette; - updated game model art - added both ammo model types to indicate rounds in play for applicable rev types - added chain connector model for python pick cases - added preview baked textures - updated material and prefab
Today
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
Today
merge from Frog_Branch -> critter_animals
Today
Merge from main
Today
Update: submitting the results of script run Tests: none
Today
Update libraries
Today
Update(editor): automate copying of original resource to DynamicResourceRef - change DynamicResourceRef to be a class type (reflection modification on values is quite a bit oh hassle). Will try to fix later if I got time Tests: ran the new script, checked the modified prefabs
Today
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup: - only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only) - only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only) - when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time - use unity transform SetPositionAndRotation instead of setting both independantly - fuse some native method calls, so that we only call one method and skip the interop cost for the other call - do not check corridor validity if no tile has changed since pathing
Today
Update: Add DynamicResourceRef to UI_StoreTakeover - amend prop drawer to invoke the right prop Tests: none
Today
fix animations of frogs not playing, skating sideways, and movement speed issues
Today
merge from main -> fix_hotbar_swap_overstack
Today
Fix hotbar swapping not working with overstacks - move the RPC completely serverside so it can swap overstacks (thinking was we didn't need a network++ originally if we kept it clientside but forgot swapping overstacks is awkward) - keep existing admin checks
Today
optimised props ao textures as it was the same issue with 227 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing max cap 110 files rgb -> 8-bit grey 183 files halved 2k -> 1k 24 files 146.3 MB -> 96.3 MB vram
Today
merge from main -> base_occlusion
Today
Small buffs for unused pies, doubled the bonus duration for: bigcat, hunters, pork (900→1800), fish (600→1200), chicken (300→600) Hunters pie bleed reduction up to 90% from 75%
Today
optimised deployable ao textures where applicable. 245 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing cap 126 files rgb -> 8-bit grey 148 files halved 2k -> 1k 47 files 186.6 MB -> 92.6 MB vram ao is sampled from the green channel so rgb storage was never doing anything.
Today
Refactor and cleanup of code
Today
Clean: remove PathProxyFor - update StoreBundleTool to work with DynamicResourceRef Tests: none, not in use yet
Today
hab armour split off into chunks so they can break off individually. when all chunks are gone, it leaves the frame of the armour. re-exported hab armour and added armour chunks.
Today
Merge from sam_vs_drone
Today
optimised weapon ao textures. 68 were oversized on disk and nearly all were storing a single channel as rgb. no weapons ships above 1024 now. max size 2048 -> 1024 (52 files) on disk 4096/2048 -> 1024/512/256 (68 files) bit depth rgb -> 8-bit grey (58 files) vram 114.8 MB -> 28.6 MB ao convention on weapons is half the albedo, so 1024 against the usual 2048 albedo. 80 already did this, we were just inconsistent about it. we could half again on a per asset basis depending on size of object.
Today
Update: Add DynamicResourceRef<T> to replace PathProxyForAttrib Allows us to both automate more of the dynamic bundle assignment as well as help with future merge conflict resolution Tests: added it to UI_StoreTakeover and it's drawer
Today
Glass AR - texture, material, naming updates, experimental SSS shader
Today
Add tunble drone detonate distance convar.
Today
possible NRE fix for mannequins
Today
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.
Today
Fix prevent building volumes being baked into the navmesh instead of ignored
Today
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
Today
merge from vehicle_pooling
Today
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
Today
Codegen
Today
Merge from render_pipeline_testing
Today
Merge from main