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124,498 Commits over 4,171 Days - 1.24cph!

14 Days Ago
lr300 animation updates
14 Days Ago
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
14 Days Ago
change sleeping player collider to x-axis capsule, to save on vertical space
14 Days Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
14 Days Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
14 Days Ago
Don't load inventory inside container corpse, we already load it in base.
14 Days Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
14 Days Ago
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
14 Days Ago
merge from hackweek_crosshair_customization/settings_editor
14 Days Ago
Make previous compile fix match the other ifdef behaviour
14 Days Ago
Compile fix
14 Days Ago
14 Days Ago
Merge from naval_update
14 Days Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
14 Days Ago
Commit progress on deep sea islands mission
14 Days Ago
v4 player entity, hold type and prefab update for C4 and satchel charge
14 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks - This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse) Need to optimize it by merging tasks, as this can create too many tasks for the server to process Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
14 Days Ago
merge from sail_physics_test
14 Days Ago
increased rudder torque-control strength, set default control scheme to that for now
14 Days Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
14 Days Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
14 Days Ago
Merge from main
14 Days Ago
merge from boat_building
14 Days Ago
third option on rudder control, bit of debug vis cleanup
14 Days Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
14 Days Ago
Fix wall cabinet not showing media
14 Days Ago
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
14 Days Ago
Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank
14 Days Ago
Much better avoidance results - higher speed in general
14 Days Ago
manifest
14 Days Ago
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
14 Days Ago
Fixed server compiler errors
14 Days Ago
Merge from main
14 Days Ago
Setup triangle floor block and add to boat building planner.
14 Days Ago
Added new default texture streaming settings in the Quality Settings
14 Days Ago
Added a new way to calculate the texture streaming memory budget to prioritize caching efficiency on devices with higher VRAM and to reduce paging on devices with lower VRAM
14 Days Ago
naval_update -> scientist_boat_ai
14 Days Ago
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14 Days Ago
PT Collision update
14 Days Ago
v4 explosives entity, hold type and animation updates
14 Days Ago
Only tick steering update when a player is mounted to the wheel
14 Days Ago
Optim: UsePlayerUpdateJobs - limit duplicate snapshot check to per-player only Snapshot queues can grow up to 1k per player, so this should reduce the lookup overhead a smidge. Tests: 2p session on Craggy with UsePlayerUpdateJobs 2