reporust_rebootcancel

136,480 Commits over 4,324 Days - 1.32cph!

Today
Change the network group layers to use terrain height as a basis instead of planes along the Y axis
Today
Refactor of box auth checking to interface with implementation in TCs and boat auth
Today
boxes now register with boats auth for show checks WIP
Today
Optim: replicate TraceRays optims to TraceSpheres/-Unordered TraceSpheres now scales better and earlier than it's serial counterpart: * TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms * TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms Tests: unit tests
Today
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
Today
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit Tests: none, don't have a unit test for that
Today
Update: GamePhysics.TraceSpheres - add ignore entity support Tests: ran unit tests
Today
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests - get rid of old TestSpheres test, didn't spawn base entities Tests: ran new unit tests, some are failing as expected
editor_map_creator -> main
- New UI - Fix bugs with snapping scroll views on enable/disable - Remove fold outs for now - New custom procedural map scene - Button to force the map creator to take you to the scene - Labelled a bunch of map components in procedural map
Today
merge from searchlight_worlddirection_fix
Today
Fix searchlight not working correctly on boats
Today
merge from boxes_dlc
Today
glass_mat too
Today
merge from main -> apartment_complex_monument
Today
removed PSD's and saved as TGA, rescaled any 4k textures to 2k, set anything trillinear to billinear
Today
merge from fix_duplicate_ocean_sim_data -> main
Today
Update: expanded GamePhysics.Perf tests with spheres (batched and serial) - Fixed a perf bug of TestTraceRay causing it to do too much sorting - Further refactored & generalized code At 128 spheres, batched and serial seem to cost the same - going to continue moving ray optims across after I add unit tests Tests: ran perf tests, numbers within expectation
Today
merge from main
Today
fix boxes not updating on clear authing
Today
Clean: more refactoring of unit tests in Test.GamePhysics Tests: ran perf tests
Today
Fix trails following cannonballs during reloads and when moving the cannon around.
Today
Fix "navmesh ready" log spam
Today
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Today
Clean: take out perf test measuring code into helper Utils class Tests: ran unit tests
Today
merge from store_fixes_feb
Today
Fixed NRE when opening the steam inventory bag crafting modal
Today
Added currency font to the bundles
Today
merge from naval_update/io_boats
Today
Skinning update for wood armour gloves
Today
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
Today
ioentity.allow_on_boats set to true by default Added playerboat.kill_io_deployables command
Today
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Today
Can't use the wiretool while swimming
Merge from skin_access_improvements
Remove DeveloperOnly visibility flag from skins_access due to some servers relying on it being visible Fix skins_access -1 not working with default wallpapers
Today
comps box - lod update
Today
merge from main
Today
Fixed fluid splitter and fluid combiner not deployable on soft side walls, regression from io_boats
Today
merge from doors_placingthroughwalls_fix
Merge from main
Today
merge buoyancy_fixes to main
Today
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Today
comps box - added lods, split base and lid for mesh lod, tweaked material values metal box - reduced lod1 distance
Today
Added an alternative LOS check position for all single doors, double doors and garage door Fixes "Placing through walls" error popping up when you're clearly not placing them through walls
Today
Fixed Gibbable NRE introduced in 144214
Today
Base kiosk trim textures (still WIP) plus preview mesh. Renamed old test materials to get em out the way.
Today
merge from gibbable_skins_fix