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137,176 Commits over 4,352 Days - 1.31cph!

Yesterday
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
Yesterday
Fix animals and naval scientists only fleeing or being passive
Yesterday
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
Yesterday
Fix path not logging to vddraw, fix animals always fleeing
Yesterday
Phrase update
Yesterday
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
Yesterday
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
Yesterday
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
Yesterday
Fix animals running in circles
Yesterday
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
Yesterday
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Yesterday
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
Yesterday
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)
Yesterday
Armor -> Armour in the storage box store page pack description
Yesterday
Skin pass for snow jacket
Yesterday
replacing train tunnel prefabs TriggerWakeAIZ
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from storepage_boxes
Yesterday
Added pack to storage section
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Skin pass for hide pants
Yesterday
Model changes and prefab light set dressing for kiosk D
Yesterday
Fix compile errors from merge
Yesterday
Pack showcase media
Yesterday
merge from boxes_dlc
Yesterday
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
Yesterday
remove debug logs
Yesterday
merge from boxes_open_access
Yesterday
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
Yesterday
also copy sleep delay and zones in tool
Yesterday
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
Yesterday
Pack showcase wip
Yesterday
Merge: from main
Yesterday
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
Yesterday
Fixed slot machine not animating with Indirect Instancing
Yesterday
merge from storepage_boxes
Yesterday
Revert EditorSettings
Yesterday
Fixed skin viewer not showing any box content Media size tweaks
Yesterday
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
Yesterday
disabled mip streaming on the decal textures for shipping containers
Yesterday
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
Yesterday
Removed unused media, downsized the rest and made atlases
Yesterday
merge from main
Yesterday
corrected radius
Yesterday
merge from main
Yesterday
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
Yesterday
merge from boxes_dlc
Yesterday
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
Yesterday
Storage box store page media 3