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123,981 Commits over 4,171 Days - 1.24cph!

36 Days Ago
Update: shaping up SendEntityUpdates, not complete I'll need to refactor out sending logic from parallel server occlusion, and reuse some previous results, but at this point the direction is clear Tests: compiles in editor
36 Days Ago
Fix tugboat, scraptranspoheli light lods -> dynamic
36 Days Ago
WIP on farm barge
36 Days Ago
Update protobuf deserialization of navdata
36 Days Ago
add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am
36 Days Ago
fix clouds null ref outside play mode (introduced with demo timescale fix)
36 Days Ago
Fix compile errors
36 Days Ago
Fix query vis job runner not ignoring terrain holes.
36 Days Ago
Chandelier raise/lower interaction priotity logic
36 Days Ago
Rebase on current /main
36 Days Ago
Update: slightly more landscaping Tests: none, trivial changes
36 Days Ago
merge from projectiled_batched_demo_fix
36 Days Ago
merge from background_flickering_fix
36 Days Ago
merge from tutorial_video_fix_2
36 Days Ago
Merge from ./command_buffer_indirect because I'm stupid
36 Days Ago
Revert model importers and materials to the state they have on /main
36 Days Ago
merge from steaminventory_price_fix
36 Days Ago
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
36 Days Ago
(WIP) SIMD frustum culling implementation
36 Days Ago
merge from vanilla_techtree_fix
36 Days Ago
Update: being brave and replacing an if-continue with an assert Tests: none, read through code to confirm it should hold
36 Days Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
36 Days Ago
reduce the amount of smoke, lower volume of sfx
36 Days Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
36 Days Ago
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Merge from /main
36 Days Ago
Merge from ./vram_budget
36 Days Ago
Chandelier progress Prefab tweaks
36 Days Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
36 Days Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
36 Days Ago
Merge from ./command_buffer_indirect
36 Days Ago
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36 Days Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
36 Days Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
36 Days Ago
lr300 animation update
36 Days Ago
Properly break out of GetRules() if rules are null
36 Days Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
36 Days Ago
merge from bc_viewmodel_fixes/frontier_hatchet
36 Days Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
36 Days Ago
Consolidate market price error handling
36 Days Ago
Fixed some items showing as marketable locked when they shouldn't
36 Days Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
36 Days Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
36 Days Ago
Update indirect instancing tools with new mesh r/w logic
36 Days Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
36 Days Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
36 Days Ago
Fix workbench tech trees in vanilla gamemode