reporust_rebootcancel

123,981 Commits over 4,171 Days - 1.24cph!

12 Days Ago
Merge: from baseplayer_serverupdateparallel - Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think) Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
12 Days Ago
Merge: from main
12 Days Ago
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter Tests: 2p on Craggy with UsePlayerUpdateJobs 2
12 Days Ago
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security tower mesh split and volume fixes
12 Days Ago
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12 Days Ago
Fixes to get things working again
12 Days Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
12 Days Ago
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12 Days Ago
Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel Can't eliminate it fully till we get UniTask, but this should make a dent Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
12 Days Ago
updated exhibit decor pack steam icon
12 Days Ago
PT Boat Update
12 Days Ago
Optim: UsePlayerUpdateJobs 2 - stop constantly resizing array, only grow it if needed Tests: 1p on Craggy with UsePlayerUpdateJobs 2
12 Days Ago
Optim: UsePlayerUpdateJobs 2 - cache continuation actions Prevents allocs when no batches are sent, while also makes it cheaper to send when we do have batches. Tests: craggy with UsePlayerUpdateJobs 2 in editor + checked IL
12 Days Ago
Updaing the ambient probe for the scene view and preview windows when the game view isn't present
12 Days Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
12 Days Ago
Replaced proxy dock street lighting with dock lights.
12 Days Ago
rhib crane collision
12 Days Ago
Can no longer loot the input side of dropboxes from the other side
12 Days Ago
Sculpts
12 Days Ago
merge from main
12 Days Ago
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
12 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
12 Days Ago
Merge: from main
12 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
12 Days Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
12 Days Ago
added missing rhib buttons
12 Days Ago
Add mannequin image to general store and page
12 Days Ago
Added dials to control panel on rhib crane
12 Days Ago
rhib crane lods and prefab
12 Days Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
12 Days Ago
Merge from parent
12 Days Ago
Hazmat suit despawn rarity set
12 Days Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
12 Days Ago
Scene cleanup / medical barge prefab
12 Days Ago
Revert change to calculating distance on MissionPoint
12 Days Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
12 Days Ago
Add method to calculate remaining path length
12 Days Ago
Revert bad file change from merge
12 Days Ago
tweaked lod distances on clothing mannequin to cull sooner
12 Days Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
12 Days Ago
Merge from mission_create_streamlining
12 Days Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
13 Days Ago
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13 Days Ago
merge from decor_lighting_dlc