reporust_rebootcancel

133,251 Commits over 4,293 Days - 1.29cph!

36 Minutes Ago
merge from indirect_instancing
38 Minutes Ago
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
51 Minutes Ago
Icon manifest updated, localization updated
51 Minutes Ago
scrap box adjusted box script type to display, added panel title, attached anchors
52 Minutes Ago
metal box added icon file, added panel title, added icon component to prefab, updated item file
54 Minutes Ago
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
5 Hours Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
5 Hours Ago
Merge from main
5 Hours Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
5 Hours Ago
Merge from io_budgets
6 Hours Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
6 Hours Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Today
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Today
Convert steering wheel to MeshLOD
Today
Merge from door_alloc_fix
Today
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Today
Merge from cctv_budget
Today
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Today
Subtract merge 140855
Today
Merge from main
Today
WIP on lightup frames
Today
Add a null check in TriggerParent.CheckAllParenting
Today
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Today
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Today
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
Today
initial comps box prefab setup. manifest
Today
merge from naval_update
Today
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Today
Clear deep sea shore vector data server side when the deep sea closes
Today
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Today
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Today
Apply the previous fix to the floating cities as well
Today
Use temp job allocators for deep water checks
Today
merge from artist_pack_dlc
Today
merge from artist_dlc_ornate_frames -> parent branch
Today
rehide large ornate frame item, fix labels
Today
Picture Frames - shutter texture update
Today
merge from artist_pack_dlc
Today
clear cached easel fix
Today
Picture Frames - shutter texture for scrap frames (WIP)
Today
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
Today
added new bed ambiences and wildlife to the islands
Today
merge from main
Today
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
Today
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
Today
Uzi Blockout
pushing_toast_fix -> main
Remove pushing toast log
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system