reporust_rebootcancel

132,117 Commits over 4,262 Days - 1.29cph!

20 Minutes Ago
Enable Indirect Instancing by default
26 Minutes Ago
Profiling
29 Minutes Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
34 Minutes Ago
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
38 Minutes Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
1 Hour Ago
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
1 Hour Ago
Fixed some allocations
2 Hours Ago
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
3 Hours Ago
network_profiler_improvements -> main
3 Hours Ago
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities) - Added entity search bars - Can filter via entity in detailed view
Today
Fix world model outlines not displaying when using skip domain reload.
Today
▇▍▍▋ ▇▅▍▋▆▇▆▍
Today
Still heavily wip, run the watermap jobs from burst.
Today
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
Today
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
Merge from space_station_weapon_skin
Today
Update: hook up PersistentObjectQueue as well - consolidate work scheduling to AddTo-/RemoveFromActiveTriggers - fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already) Just the most complicated version left - custom queue with jobs Tests: jumped on and off from moving boat
Merge from lr300_mag_drop
- Some dynamic sizing so the profiler plays better on smaller screen sizes - Add large overall scroll view, so we can scroll around the main view if its too small
Today
added new sounds for the salvaged axe
Today
merge from cargo_ladder_fix
Today
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.
Today
component armour box
Today
Updating paintball gun qorld model rig with new mesh
Today
merge from entity_label_fixes 🏷️
Today
Updating paintball gin hierarchy
Today
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
Today
Run entity label clean tool Run manifest Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
Today
Fix bug causing incorrect labels for some entities
Today
Adding crude gesture v4 anim fbxs
Today
setting up paintball gun 3p animations
Today
Update: hooked up the crude queue, added server var - partial codegen (Grid<T> borkage) - Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache Can move on to other queue impls Tests: craggy, toggled default and batched mode
Today
merge from main
Today
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
Today
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself Fixes ghost ship loot respawning on server restarts S2P all islands again, missed some spawn groups that were still disabling save
Today
Paintball Gun - added more tape to hopper
Today
merge from main to fix playmode
Today
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
Today
update from main
Today
Merge: from main
Today
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
Today
fixed isredirect of on rpg so it now skins back to rocket launcher
Today
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
- Remove logs - Codegen - Cleanup
Today
Fixed ores respawning
Today
Fixed deep sea manager not generating the island navmeshs after loading a save, causing the island scientist to never spawn Fixed ores respawning Added deepsea.printloot command
Today
Male Mummy wraps reposed
notifications_indicator_fix_2 -> main
Dont read all noticies on init
Merge from space_station_weapon_skin