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123,987 Commits over 4,171 Days - 1.24cph!

13 Days Ago
Optim: UsePlayerUpdateJobs 2 - get rid of ExecutionContext copies when aggregating tasks in SendEntitySnapshots and -WithChildren Tests: none, trivial change
13 Days Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
13 Days Ago
Add culling based on distance
13 Days Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
13 Days Ago
small engine blockout for modular boats
13 Days Ago
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
13 Days Ago
Rebase on /main 🤞🏻
13 Days Ago
Optimise laser beams by moving them to jobs
13 Days Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
13 Days Ago
PT Boat Naming Update
13 Days Ago
Merge from main
13 Days Ago
fluorescentlight userCraftable fix
13 Days Ago
Merge: from sleepignbag_assign_to_friend_bug - Bugfixes for sleeping bag friend assignation, making private and "make bed" action not replicating to the new owner fully - Added sleepingbag.assigntoplayer <bag entity id> and clearfromplayer <bag entity id> server vars for testing Tests: spawned sleeping bag and bed and used above functionaility while assigning/clearing from self - was visible on map when expected.
13 Days Ago
added extra col shapes to deck crane and fixed smoothing on LOD3
13 Days Ago
Merge from scientist_rhib
13 Days Ago
Bugfix: fix Make Bed and Set Public bed interactions Tests: spawned a bed_deployed, assigned to self, made public (visible on map), cleared from self (no longer visible), used make bed (visible). Made private - still visible on map
13 Days Ago
Bugfix: SleepingBag.AssignToFriend now correctly replicates updated spawn options for new owner player - added sleepingbag.assigntoplayer and sleepingbag.clearfromplayer server vars Tests: deployed an unassigned bag, used above command to assign to self - it was visible on minimap
13 Days Ago
More dock lighting
13 Days Ago
Deleted scientist RHIB test mesh that was causing errors.
13 Days Ago
Tweaked dock lighting
13 Days Ago
merge from naval update
13 Days Ago
some quick tweaks to prefabs, rhib and deck cranes
13 Days Ago
texture sizes for rhib crane, disabled srgb on AO maps
13 Days Ago
merge from main
13 Days Ago
merge from decor_lighting_dlc
13 Days Ago
merge from chandelier_groundwatch
13 Days Ago
merge from bag_label_update_fix
13 Days Ago
merge from bag_label_offline_fix
13 Days Ago
OrientableLight 5 power
13 Days Ago
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
13 Days Ago
Fix update queue gc allocations
13 Days Ago
Cherry pick flashlight optimizations
13 Days Ago
Add ability to get the slots required for a vending transaction More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit
13 Days Ago
main -> full_drone_marketplace_fix
13 Days Ago
Fix bag labels not recognising sleeping players
13 Days Ago
Disabled placeholder surface dirt in barges
13 Days Ago
Removed third blend layer from floating walkway materials
13 Days Ago
Ensure bag label updates if you quickly swap between different bags
13 Days Ago
Some additional unique walkway pieces to improve traversal Casino progress
13 Days Ago
Ensure the whole final mesh's vertex's are included, this seems to be the right approach
13 Days Ago
Fix incorrect vertex sum calculation Would cause StringLight batching to try and use short index space rather than standard int space.
13 Days Ago
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13 Days Ago
Fix Chandelier groundwatch not working when it moves away too far from its origin
13 Days Ago
- Rewrite path following logic to not rely on unity's navmesh agent - Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)