reporust_rebootcancel

129,093 Commits over 4,232 Days - 1.27cph!

27 Days Ago
oil rig foot b lods and collision
27 Days Ago
unskinned_windmill -> main
27 Days Ago
More lod adjustments
27 Days Ago
LOD improvements (match sail and vain)
27 Days Ago
- Changes to how conversation data is saved from the dialogue editor graph - Fix oil rig mission item shortname - Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this - Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node - Can now talk to NPC's whilst using noclip
27 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
27 Days Ago
▋▉▅▅█ ▊█▌▅ ▉▍▋▅▄▋▉_▍▇▇▍▉▍
27 Days Ago
Small engine prefab update
27 Days Ago
more precise colliders for modular boat low walls
27 Days Ago
Halloween_25_Update -> main
27 Days Ago
Setting the requested mimap levels on all hotbar items
27 Days Ago
Merge from small_engine
27 Days Ago
Allow all door types on player boats
27 Days Ago
Bugfix: reduce error false-positives by ensuring bot IDs never overlap - Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging. Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
27 Days Ago
boatbuilding platform anim updates
27 Days Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
27 Days Ago
Fix TerrainMeta NRE
27 Days Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
27 Days Ago
Updating small engine LODs
27 Days Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
27 Days Ago
Merge: from main
27 Days Ago
Merge from boat_building
27 Days Ago
PT boat wall adjust
27 Days Ago
small engine lods and collision updates
27 Days Ago
Added methods to the texture streaming class for changing and clearing the requested mipmap level
27 Days Ago
Storage room environment volumes on ghost ships is now brighter
27 Days Ago
Raised scattered paper meshes to eliminate zfight on them
27 Days Ago
Removed flickering glass decals from ghost_ships
27 Days Ago
Fixed shifting cover prefab on ghost_ship_b
27 Days Ago
nets ladder volume placement polish
27 Days Ago
SmallEngine fuel compile fixes
27 Days Ago
Fixed incorrect materials on LOD1/2 of ghost ship C
27 Days Ago
Fixed one of the mast ladders no working and rail blocking Fixed ship_trawler_c back gate not allowing enough clearance Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
27 Days Ago
Boat building station anims
27 Days Ago
Merge from parent
27 Days Ago
fixed blockers around FC2
27 Days Ago
▆▇▋▉▅ ▇▇▆▊ ▍▋▊_▅▉▆_█▄█▅▉▊_▍
27 Days Ago
merge from naval update
27 Days Ago
FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.
27 Days Ago
Merge from chippy_optimize
27 Days Ago
Don't render chippy arcade machine if player isn't in front of the machine (lol) Don't render chippy arcade machine if player is mounted to another arcade machine Don't render if the chippy game is on the main menu and we've already rendered a frame (since nothing is going to change) Disable canvas of chippy arcade machine if player isn't in range for the canvas to have anything on it Replace LOD1+2 of arcade machine with non skinned meshes, allows them to be batched Replaced some GetComponents on the server with casts since we already have access to the entity, should be a mild server side saving Gains about 30fps when standing infront of a group of 60 arcade machines
27 Days Ago
merge from main -> qol_dump_improvments
27 Days Ago
merge from fix_blueprint_itemid -> main
27 Days Ago
Update manifest
27 Days Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label
27 Days Ago
Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label - exposing as label instead of bool so people don't actively use this hack
27 Days Ago
Number of improvements to the dump command - TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct - create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components) - for certain dump text files, create separate files for active vs inactive objects - fix only dumping the active roots and not all roots, active & inactive
27 Days Ago
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
27 Days Ago
Fixed offset rotation
27 Days Ago
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering