reporust_rebootcancel

134,605 Commits over 4,444 Days - 1.26cph!

1 Year Ago
Merge: from growablegenes_alloc - reduces(removes?) junk allocs from growables Tests: editor builds + alloc unit test
1 Year Ago
Clean: unused usings Tests: none, trivial change
1 Year Ago
Merge: from main Tests: editor builds
1 Year Ago
Clean: remove Sort from BufferList Not used anywhere Tests: editor builds
1 Year Ago
Optim: don't sort slotWeights to avoid internal allocs Array.Sort(T[], IComparer<T>) in this version of mono always allocates a Comparison<T> internally. Lucky for us, we can just simplify the code and avoid this alloc. Tests: alloc unit test passes
1 Year Ago
merge from discord_sdk_1.2
1 Year Ago
trawler ship materials and models progress
1 Year Ago
merge from hackweek_fps_logging
1 Year Ago
merge from menu_fps_cap_fix
1 Year Ago
merge from purifier_waterloss_fix
1 Year Ago
Update x marker data for VineSwingingTree02 and 03
1 Year Ago
Merge from vine_data_fix
1 Year Ago
Updated battery search mission to require 3 batteries
1 Year Ago
Compile fixes
1 Year Ago
Merge from main (NPCTalking conflicts)
1 Year Ago
Merge from frontier_external_fixes
1 Year Ago
Added a 50% buffer for the look at check when looking at a gate with a spraycan
1 Year Ago
Merge from main
1 Year Ago
Merge from computerstation_reskin_fix
1 Year Ago
Merge from main
1 Year Ago
Merge from team_invite_changes
1 Year Ago
Fix auto turret auth not working
1 Year Ago
Merge from main
1 Year Ago
Resource dispensers respect max stack size
1 Year Ago
Bring back modding category to server browser Add wipe schedule filters back
1 Year Ago
Don't auto-enter BBS edit mode when loading from a save so any boat left in the work area isn't confusingly converted to editable.
1 Year Ago
Indirect instancing fixes: - Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer. - Add operations are no longer queued in order to return success/failure states immediately back to the caller. - Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues. - Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters. - Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer. - Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
1 Year Ago
Enabled R/W on a few collision meshes that need it
1 Year Ago
Set isDynamic on all block RendererLODs, fixing visual issue after loading.
1 Year Ago
Featured tab items ordering
1 Year Ago
Mass/health block tweaks
1 Year Ago
BBS duplicate name fix. Sails revert to closed on save load.l
1 Year Ago
Featured tab now spawns stuff
1 Year Ago
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
1 Year Ago
Test: GrowableGenes test to track allocations - only tests GrowableGenes.GenerateRandom, but that was enough of a head-ache Found one opportunity to get rid of garbage alloc, but also found out Array.Sort(T[], int, int, ICompare<T>) always allocates Tests: ran the unit test
1 Year Ago
M15 pistol - Updated WIP textures
1 Year Ago
remove dumb thing
1 Year Ago
General store layout fixes
1 Year Ago
fix signed/unsigned mismatch warning
1 Year Ago
mac fix + line endings
1 Year Ago
Soft mask setup for play menu
1 Year Ago
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
1 Year Ago
merge from main
1 Year Ago
Also fix fps.limitinmenu capping fps when inside the workshop editor
1 Year Ago
Tweaked the store overlay pages blur
1 Year Ago
Bootstrap version of Roboto regular font Polished the bootstrap text sizes
1 Year Ago
New blur to the quit modal
1 Year Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
1 Year Ago
separated GridErosion heightmap carving from terrain splatting as two separate ProceduralComponent passes, gives more control to let rocks be placed nicely onto channelled terrain but then restrict splatting terrain onto them afterwards - also re-ordered GridErosion to be before small cliff hill rocks as these were the main cause of floating rocks
1 Year Ago
Fixed fps sometimes being capped at 15 instead of 60 in the main menu, when using both fps.limitinbackground 1 and fps.limitinmenu 1