reporust_rebootcancel

126,640 Commits over 4,109 Days - 1.28cph!

6 Days Ago
Storm stuff & related.
6 Days Ago
merge from marker_buttons
6 Days Ago
Reset fields on mountables and prefab attributes, craggy island still has more issues I need to fix before its playable again. Jank fix for empty types in code gen by counting fields.
6 Days Ago
merge from reduce_log_history
6 Days Ago
merge from turret_minigun_fixes
6 Days Ago
6 Days Ago
New: DemoBuildingsViewer(Tools/Demo Buildings Viewer) - utility to extract buildings from a demo and create a scene of them - Fixed VisualFoodSetting.PreProcess to nominate for deletion, instead of destroying directly Currently only looks at keyframe 0 to detect building entities, which doesn't seem like enough Tests: used a client demo from a release server to spawn a bunch of building scenes
6 Days Ago
Check drop data in hero update
6 Days Ago
Home Screen: Only show twitch drop tile if there are on going twitch drops Show how long is left until drops end Only update modal window UI when we need to
6 Days Ago
merge from indirect_instancing
6 Days Ago
Adding pilot hazmat test with burst cloth
6 Days Ago
Store general tab navigation wip
6 Days Ago
Resetup player profile and premium icon
6 Days Ago
Enable GPU instancing and Read/Write on 5913 assets
6 Days Ago
Use culture to translate shorthand values before we display them
6 Days Ago
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6 Days Ago
Remade Server Browser: Swap single browser logic for multi-browser like the old menu. Remake mode categories as large toggle buttons. Reintroduce OR and AND behaviour into each toggle group - use second tier transform parent as the check for when to toggle. Add shorthanded player counts.
6 Days Ago
Fix inputs being registered twice with domain reload disabled, everything in Playground seems to work at this point. I can hop into playmode within 7 seconds which is awesome.
6 Days Ago
merge from main
6 Days Ago
Handle resetting list components in code gen, reset LeanTween fields manually. We can now walk around, aim, shoot -- just some UI bugs left.
6 Days Ago
merge from fix_ide_warnings
6 Days Ago
merge from storage_adaptor_clipping_fix
6 Days Ago
merge from modding_prefabs_july
6 Days Ago
merge from main Barrel_Monitor_Move
6 Days Ago
merge from dungeon_errors_primitive
6 Days Ago
merge from blocked_container_input_fix
6 Days Ago
merge from cookvisuals_nrefix
6 Days Ago
merge from seaweed_RW
6 Days Ago
merge from main
6 Days Ago
cleanup
6 Days Ago
Removed RendererWrapper
6 Days Ago
Removed references to RendererWrapper
6 Days Ago
server compile fix
6 Days Ago
ghost ship interior progress set dressing pass
6 Days Ago
reworked PlayerCache into a generic StableObjectCache to re-use it for batched Projectiles, making use of it for reading batches of projectile transform data which speeds it up by roughly 8x-10x compared to going through managed properties (cached or otherwise) Tests: re-ran all projectile and PlayerCache tests, adjusted to new interface
6 Days Ago
Consistency tweaks/polish
6 Days Ago
Finalized the rains.
6 Days Ago
Revert materials and meshes for merge
6 Days Ago
merge from main
6 Days Ago
merge command reordering
6 Days Ago
hull_triangle parent trigger & vehicle world collider.
6 Days Ago
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
6 Days Ago
Remove parent trigger from PlayerBoat. Add parent triggers to hull_square and hull_corner. Add missing vehicle world collidesr to hull_corner
6 Days Ago
Add support for actions in domain reload code generation, fix main menu fields not being reset: - We can now get into the game and walk around. - Some inputs are still kinda broken, some UI gets stuck. Just a few more fixes and it should be functional.
6 Days Ago
Merge: from autoturret_optim - Fix server NRE during turret initialization for ones without RCEyes bone set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
6 Days Ago
Bugfix: NRE during initialization of turrets without RCEyes set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
6 Days Ago
Merge: from main
6 Days Ago
disabled read-write on seaweed meshes
6 Days Ago
Fixed featured skin cart button size
6 Days Ago
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