reporust_rebootcancel

140,505 Commits over 4,536 Days - 1.29cph!

1 Year Ago
Optim: ServerOcclusion - split work in batches and process them serially This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge. Tests: generated and visualized
1 Year Ago
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
1 Year Ago
merge ghostship_timeouts fix to naval_update
1 Year Ago
Disable timeouts on ghost ships
1 Year Ago
Make ghost ship environment volumes dynamic
1 Year Ago
Set dressing on supplies barge
1 Year Ago
Regenerate ConsoleSystem.cs
1 Year Ago
Regenerate ConsoleSystem.cs
1 Year Ago
Make the reticle a prefab since its used in two places now Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
1 Year Ago
crossbow anim update
1 Year Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
1 Year Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
1 Year Ago
re-enable collision with dropped items after short timeout
1 Year Ago
merge from main
1 Year Ago
added foliage displacement to the drone because I kept losing them
1 Year Ago
Merge other fixes from /indirect_instancing
1 Year Ago
Rebase on /main
1 Year Ago
Merge build fix from /indirect_instancing_fixes
1 Year Ago
Restore constant that I removed because I was an idiot.
1 Year Ago
Casino progress Medical barge fixes Fixed broken collider in corrugated_sheet_1x2_c prefab Created no-seaweed lobster trap prefab Slight progress on improvised walkways LODs
1 Year Ago
updated the chainsaw PORC (player override controller)
1 Year Ago
merge from naval_update
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
Merge from /indirect_instancing_fixes
1 Year Ago
Rebase on /main
1 Year Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
1 Year Ago
updated 3p chainsaw anims with correct idle head position
1 Year Ago
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel 4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next. Tests: regenerated and visualized cache
1 Year Ago
merge ghost_ship_bugfixes to naval_update
1 Year Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
1 Year Ago
fix attachpoint assignment, was getting stomped when loading entities from save
1 Year Ago
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
1 Year Ago
Spike Trap SFX fixes and material properties.
1 Year Ago
blueprint fragment world model setup
1 Year Ago
PT LOD Progress
1 Year Ago
Remove decals from server ghostship prefab
1 Year Ago
merge from main
1 Year Ago
basic and advanced blueprint world models
1 Year Ago
Optim: ServerOcclusion - convert rest of narrowphase to Burst - Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps 4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s) Tests: regenerated occlusion on 4.7k world, then visualized the grid
1 Year Ago
Merge from naval_update
1 Year Ago
Replace all ghost ship line IO entities with static wires
1 Year Ago
merge form meta_shift
1 Year Ago
potental fix for spike trap ground watch not working in standalone but working in editor
1 Year Ago
meta_shift -> main
1 Year Ago
Switched military tunnel no build to sphere Added more loot spawn variation, compared to other monument, it was always the exact same spots Loot location shuffle Elite loot unaffected s2p
1 Year Ago
When changing into wait state then take the foot off the throttle
1 Year Ago
Compile fixes
1 Year Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
1 Year Ago
Merge from sails
1 Year Ago
merge ghostship_bug_fixes to naval_update