reporust_rebootcancel

138,013 Commits over 4,352 Days - 1.32cph!

11 Days Ago
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11 Days Ago
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
11 Days Ago
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11 Days Ago
exported latest salvaged axe v model anims
11 Days Ago
Fixes
11 Days Ago
Updated BunnySuit
11 Days Ago
Updating krieg backpack skinning and burst cloth
11 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
11 Days Ago
Fix incorrect cleanup on load fail
11 Days Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
11 Days Ago
Camping Cooker update
11 Days Ago
fix animator after merge conflicts, fixed wheel rotation and mount positioning
11 Days Ago
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
11 Days Ago
Bunny Suit item update
11 Days Ago
Bunny Suit setup
11 Days Ago
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11 Days Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
11 Days Ago
Started cleanup
11 Days Ago
fix server build
11 Days Ago
Fix tilesLoaded never being incremented, causing loading to fail
11 Days Ago
Fix crash
11 Days Ago
Updating krieg skeleton asset
11 Days Ago
Fixed modular car fuel tank not connectable to anything
11 Days Ago
Add missing lod2 to emission toggle
11 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
11 Days Ago
Remove the placeholder "cancel" menu option.
11 Days Ago
Updating krieg hazmat burst cloth and skinning
11 Days Ago
Add item name & icons to radial menu. Only show radial menu if there's more than one item that responds to lighttoggle. Run lighttoggle instantly on press if there is only one item. Misc fixes/functionality. Ready to start refactoring and cleaning up.
11 Days Ago
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
11 Days Ago
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11 Days Ago
Enabled LZ4 high compression
11 Days Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
11 Days Ago
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11 Days Ago
Exposed rebar texture
11 Days Ago
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
11 Days Ago
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
11 Days Ago
Fixed ocean topology in launch site, potentially other monuments
11 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
11 Days Ago
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
11 Days Ago
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
11 Days Ago
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
11 Days Ago
merge from the deployguide box fix branch
11 Days Ago
re-linked up prefab deploy guides on comps, meds, explosives and meds box skins
11 Days Ago
Fixed the issue with the shutter frame not working correctly with indirect instancing
11 Days Ago
restore guidePrefab on DLC boxes
11 Days Ago
adjusted armoured hatch meshes to close gaps, updated textures to improve normal shading.
11 Days Ago
merge from event_timing_adjust
11 Days Ago
enabled vert colour tinting on trim material paint mask (new textures coming soon)
11 Days Ago
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11 Days Ago
merge from detail layer tint shader