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141,667 Commits over 4,383 Days - 1.35cph!

26 Minutes Ago
testlist
43 Minutes Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
47 Minutes Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
1 Hour Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
1 Hour Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
1 Hour Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
1 Hour Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
1 Hour Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
1 Hour Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
1 Hour Ago
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2 Hours Ago
Merge to workbench_upgrades
2 Hours Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
2 Hours Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
3 Hours Ago
Synch trajectory lock state correctly for all control paths.
3 Hours Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
3 Hours Ago
Salvaged Cleaver audio file tweaks
3 Hours Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
3 Hours Ago
industrial garage door - minor texture tweak
3 Hours Ago
Adding extra wheel joints for bowless crossbow world rig
3 Hours Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
3 Hours Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
3 Hours Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
3 Hours Ago
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4 Hours Ago
switched GPU instancing on
4 Hours Ago
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
4 Hours Ago
Updated w_sks and w_paintball_gun animators with reloadMotion setup
4 Hours Ago
industrial garage door - Gibs added - Prefab updated
Rin
4 Hours Ago
Fixed incorrect repair material
5 Hours Ago
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
5 Hours Ago
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
5 Hours Ago
exported edited arm throw pose on 3p rock anims
5 Hours Ago
Fixed OOB error on testscenario_rocketsplash5_turretpod
5 Hours Ago
merge from automated_testing
5 Hours Ago
merge from automated_testing/export_optims
5 Hours Ago
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests
5 Hours Ago
address Vince's feedback (bit of uv stretching, chamfered edge, reset vertex colours, fixed smoothing groups on lods, set all object to world layer, reset transforms to 90,0,0 and setup lodgroups for the structures interior and exterior
6 Hours Ago
merge from main
6 Hours Ago
created bespoke ak47 pickup/drop anims and applied to holdtype controller
6 Hours Ago
tweaked marketplace electric wires, general polish before attacking other areas unfucked some smoothing groups on the demolished side of apartment building
6 Hours Ago
server_browser_update_2 -> main
6 Hours Ago
- Increased distance/player score to 50-50 for default sorting - Compile fix
Today
Added Export button to tests right click context menu, re-exports the given fixture and append changes to the test list Bypasses the big ass export, its near instant depending on what you refresh Test list is now sorted alphabetically so using the context menu doesnt shuffle things around Fixed typo that included all editor tests to the server CI test list
- Add distances away to each of the servers in km - Convert it to miles if in the USA
Today
Some cleanup. Convar some hardcoded vlaues
Today
Merge from main
Dont disable the country selection button
Today
Added a cache for FindPrefabPathsByLabel so two calls on the same label in the same export run are free
-OnCountryChanged event - attached the country button - Cleanup with country selection choices
Today
krieg chainsword better charm positon
Today
Resetting lights to their original shadow strength when shadow caching is disabled