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132,094 Commits over 4,262 Days - 1.29cph!

12 Minutes Ago
Updating paintball gun qorld model rig with new mesh
31 Minutes Ago
merge from entity_label_fixes 🏷️
33 Minutes Ago
Updating paintball gin hierarchy
36 Minutes Ago
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
42 Minutes Ago
Run entity label clean tool Run manifest Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
1 Hour Ago
Fix bug causing incorrect labels for some entities
1 Hour Ago
Adding crude gesture v4 anim fbxs
1 Hour Ago
setting up paintball gun 3p animations
2 Hours Ago
Update: hooked up the crude queue, added server var - partial codegen (Grid<T> borkage) - Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache Can move on to other queue impls Tests: craggy, toggled default and batched mode
2 Hours Ago
merge from main
4 Hours Ago
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
4 Hours Ago
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself Fixes ghost ship loot respawning on server restarts S2P all islands again, missed some spawn groups that were still disabling save
4 Hours Ago
Paintball Gun - added more tape to hopper
4 Hours Ago
merge from main to fix playmode
4 Hours Ago
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
4 Hours Ago
update from main
5 Hours Ago
Merge: from main
5 Hours Ago
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
5 Hours Ago
fixed isredirect of on rpg so it now skins back to rocket launcher
6 Hours Ago
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
6 Hours Ago
- Remove logs - Codegen - Cleanup
Today
Fixed ores respawning
Today
Fixed deep sea manager not generating the island navmeshs after loading a save, causing the island scientist to never spawn Fixed ores respawning Added deepsea.printloot command
Today
Male Mummy wraps reposed
notifications_indicator_fix_2 -> main
Dont read all noticies on init
Merge from space_station_weapon_skin
main -> notifications_indicator_fix_2
main -> mountplayersync_ai_bypass
- Added CLIENT/SERVER seperate profiling versions - Cleanup - Codegen
network_profiler_accumulate_packets -> main
- Swapped detailed packet profiler from an array over to a concurrent collection - Append new packets to a prexisting list rather than worrying about indicies and a fixed array size - Snapshot size finally reflects packets captured
Today
merge boat perf optimizations to main
Today
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Today
Mummywraps female top and bottom reposed
Today
Use child entity count for MotionToggle cache invalidation.
Today
Merge from parent
Today
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
Today
Wrapped the new time tracking in editor defines
Today
TC's now cache their allowed construction items in a ListHashSet for faster checks Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt
Today
Added an Input and Output item list that is populated during a conveyor move, allowing us to read and write items faster without having to use GetSlot (which could potentially iterate over the whole container each call) Restructure some of the iterators in IndustrialConveyor.Move to iterate over the item list directly instead of using GetSlot This removes all usages of GetSlot in the conveyor move system which can be called over 3k times in a bad conveyor move Added a shortcut for LookAtIOEnt to resolve what item a storge cotnainer is attached to when holding the wire tool, resolves the multi second freeze in the editor (was faster in builds, but this should still be faster)
Today
Fixed deep sea dwelling spawning their NPC and crates again after a server restart They now spawn once when the deep sea opens Also load balanced the whole thing so we don't spawn too much stuff at the same time
Today
rebase on main
Today
WIP: TriggerParent managed queue, no batching, no burst Still need to implement using PersistentObjectWorkQueue and experiment with batched-burst queries and compare all, as this version should have a bit more overhead due to bookkeeping. Tests: none, not plugged in
Today
Merge from main
scientist_boat_work_queue -> main
Codegen
Hack to get around boat steering and gas pedal ref values in a work queue
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself