reporust_rebootcancel

135,155 Commits over 4,444 Days - 1.27cph!

12 Months Ago
100 gpu instancing or read/write fixes.
12 Months Ago
Linked up all the store assets
12 Months Ago
merge from main
12 Months Ago
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
12 Months Ago
merge from projectile_jobs
12 Months Ago
RHIB Art Update
12 Months Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
12 Months Ago
Fixed interaction toast being weirdly layed out in bootstrap
12 Months Ago
Added medieval pack showcase Renamed all page overlay prefabs
12 Months Ago
Server Browser Rebuild() now runs in a Task, this stops frame drops and UI unresponsiveness when updating server lists Favourites now always appear at the very top of your listings no matter what browser you're in Sped up ServerResponded() 20% ~ quicker by using easy outs Sped up finding server mode tag
12 Months Ago
12 Months Ago
meta for images
12 Months Ago
Add automated screenshots instead of only serialized settings, fixed lighting
12 Months Ago
Add store images in all sizes
12 Months Ago
Restored abyss pack showcase Added new system to let us create mock items + tile prefab override
12 Months Ago
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
12 Months Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
12 Months Ago
Made `count` property report the highest populated index instead of the allocated space.
12 Months Ago
Change proc anim components tick order, should be spine, then tail, then head
12 Months Ago
Do not tick procedural anim components when entity is culled
12 Months Ago
merge from projectile_jobs
12 Months Ago
Added and Setup Naval Improvised Plank Gibs
12 Months Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
12 Months Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
12 Months Ago
Added volumetric clouds option in the new settings menu
12 Months Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
12 Months Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
12 Months Ago
Modular Boats Small Ramp - First Iteration
12 Months Ago
Put cache under mode instead
12 Months Ago
Added prioritise premium toggle
12 Months Ago
server/none compile fix
12 Months Ago
cleaning up projectile TransformAccessArray properly
12 Months Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
12 Months Ago
Deleted Unused Collider Mesh
12 Months Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
12 Months Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
12 Months Ago
Merge from main
12 Months Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
12 Months Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
12 Months Ago
Merge from waterpump_occlusion_fix
12 Months Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
12 Months Ago
Smart mode sorting (mode priority first then players)
12 Months Ago
Sorting via mode
12 Months Ago
enabled batched projectiles by default
12 Months Ago
Merge from main
12 Months Ago
Swap to buffer list as its faster
12 Months Ago
Bake mode into server info instead of ui entries
12 Months Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
12 Months Ago
Merge from main
12 Months Ago
WIP work to speed up culling (AVX fix)