reporust_rebootcancel

139,290 Commits over 4,383 Days - 1.32cph!

Today
Bugfix: prevent taking perfsnapshots if a recorder scope is currently active and vice versa - also fix recorder triggering NREs because it tries to run perfsnapshot code Tests: ran profiler scope spanning multiple frames. Checked output, it's not making sense, investigating deeper
Today
Added support for variable frame rate shadows based on distance from the light to the camera
Today
Merge: from main
Today
Fixed offset on male socket of floor frame grill
Today
Fixed server map not showing in connect modal
Today
Fixed friend text size in session modal Cleaned up icon submeshes too
Today
Copying something in the server admin player panel only copies the value
Today
Codegen
Today
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
Today
Pooling support
Today
Bowless Crossbow - weapon rack positions, icon
Today
Adding bowless cross bow world model rig
Today
Bowless Crossbow - updated worldmodel missing small parts
Today
Bowless Crossbow - updated worldmodel
Today
Shadow caching now works with spot lights
Today
Delete test item
Today
Make sure loadouts are refreshed when connecting to a new server New or removed loadouts also mark the window as dirty for all admins
Today
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor. Saves 0.8 secs for editor bootups.
Today
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Today
temp gibs
Today
Add satellite specific explosion (temp)
Today
Search bars only capture escape if they are selected and have content
Today
Increase move/spin speeds
Today
Add some very temporary VFX
Today
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Today
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Today
Merge from main
Today
Merge from main
Today
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
Today
Merge from terrain_renderer
Today
Fix shader warnings in terrain compute (prevent possible edge case issue)
Today
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
Today
Merge from main
Today
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
Today
Fix player footsteps playing when water wheel is moving too slowly for them to make sense Add additional water loop to match particle effects for water wheels being pushed by players while in water
Today
First pass on admin vending machine support
Today
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
Yesterday
Fixed leftover faces from interior/exterior kiosk splits
Yesterday
assign stage-break effect for wood-piles
Yesterday
Merge from main
Yesterday
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
Yesterday
Merge from main
Yesterday
power consumption set to a tentative 5
Yesterday
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
Yesterday
adjust bounds, move io input, add dismount on unpowered
Yesterday
Bone armour female version update
Yesterday
Bowless Crossbow - worldmodel and LODs
Yesterday
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Yesterday
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
Yesterday
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)