reporust_rebootcancel

130,567 Commits over 4,140 Days - 1.31cph!

10 Days Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
10 Days Ago
Wider rad volumes, removed a log
10 Days Ago
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
10 Days Ago
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10 Days Ago
fix feet showing through mannequin, impact effects blood -> wood
10 Days Ago
Added rad volumes at the edges of the deep sea
10 Days Ago
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
10 Days Ago
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
10 Days Ago
Hanging bulbs pass.
10 Days Ago
merge from generate_shorevector_optim
10 Days Ago
Added mannequin poses, updated deployed
10 Days Ago
Fixed AddLanguageFile NRE during bootstrap
10 Days Ago
merge from bootstrap_translatenre_fix
10 Days Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
10 Days Ago
Chandelier - Added LODs, gibs, updated textures
10 Days Ago
Fix not being able to stack C4s with different frequencies even after disabling RF
10 Days Ago
viewmodel chainsaw update anims and anim controller edits
10 Days Ago
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
10 Days Ago
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres Added falloff per axis for boxes Added debug.drawradiationzones (editor only)
10 Days Ago
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
10 Days Ago
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10 Days Ago
adjusted spotlight tripod col shapes
10 Days Ago
set the animation speed of pedals on the chandelier to be 2x faster
10 Days Ago
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10 Days Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
10 Days Ago
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10 Days Ago
merge hardcore_commands to main
10 Days Ago
tripod col
10 Days Ago
Fixed not being able to place barricades on sand dunes in giant excavator S2P excav, water well a, radtown
10 Days Ago
more_menu_fixes -> main
10 Days Ago
If premium is active dont show the default 5/15
10 Days Ago
more_menu_fixes -> main
10 Days Ago
Typos
10 Days Ago
Add pooling to ghost ships
10 Days Ago
more_menu_fixes -> main
10 Days Ago
Generate phrases
10 Days Ago
removed lods from tripod guide mesh
10 Days Ago
spotlight tripod gibs and lods
10 Days Ago
Merge: from steamfriends_pooling_leak - Bugfix for a pool leak of SteamFriends with open friend list or party management Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
10 Days Ago
Bugfix: return SteamFriends to pool - separate out party processing to partyChanged from friendChanged loop to prevent use-after-free bugs Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
10 Days Ago
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
10 Days Ago
Exposed chandelier pedal increments
10 Days Ago
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10 Days Ago
Fix collisions, loot spawning, doors and other entities on the ghost ship.
10 Days Ago
Ensure null disconnect reasons arent parsed
10 Days Ago
Interaction toast now has an extended area which displays the kick or error reason over multiple lines rather than just a single line https://files.facepunch.com/ianhenderson/1b2111b1/Unity_TqrkJwDgsd.png
10 Days Ago
rpg blockout mesh
10 Days Ago
Merge: from texttable_allocs - Update: TextTable now can be directly pooled and supports using-dispose pattern - Bugfix: no more NRE on inspecting text table in debugger/evaluating twice Tests: unit tests + executed a bunch of console commands multiple times
10 Days Ago
Clean: fix formatting of debug.cs again Tests: none, trivial change