reporust_rebootcancel

126,923 Commits over 4,201 Days - 1.26cph!

Today
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subtract 116856, 116886 (unpacked all clothing prefabs to try and get around a bug for the vertical slice, seemed to be a local issue)
Today
nuked the broken glass bits left improved the climbability of the nets into the bridge of the ships
Today
Merge from parent
Today
fixed blockers around FC2 bridge (for good this time)
Today
Unsaved terrain prefab id's
Today
Finally fixed snow material showing on deep sea island (for real this time, promise)
Today
Merge from parent
Today
Some missing topo.
Today
Fixed beds on boats not triggering periodic refreshes of respawn options on the client
Today
Beach tweaks.
Today
Move tutorial islands further away from deep sea (only cover half of the map edge)
Today
Fix terrainData list removing, clamp activeTerrainIndex to length, and move matrix setup into terrainData constructor
Today
Fixed constant NRE's and profiler errors in WaterCamera
Today
Merge from island_scenes
Today
TerrainMesh now searches from the root of the island, should catch the various rocks using terrain blend shaders Added debug.printterrainconfig TerrainConfig is now a BaseScriptableObject so we can use FileSystem S2P both islands
Today
Merge from parent
Today
Fixed farm access guard not actually taking scrap, S2P both cities (no scene changes)
Today
Merge from floating_cities
Today
Invoke gestures with a gesture config, not a string Clamp the gesture list so the scroll doesn't feel bad
Today
Merge from main
Today
Merge from boomerang_animfix
Today
Update icon of boat stairs block
Today
Don't spawn tutorial islands in the deep sea
Today
Merge from main
Yesterday
Fix autocomplete issues with chained commands, fix command history issues with new lines.
2 Days Ago
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3 Days Ago
Merge from steam_timeline
3 Days Ago
merge from qol_dump_improvements -> main
3 Days Ago
Potential fix for DontDestroyInScene having too many objects
3 Days Ago
More improvements - add profiler samples around each area so you can see why the whole dump takes 5+ seconds - add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
3 Days Ago
adding small engine gibs / updating prefab
3 Days Ago
Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
3 Days Ago
Bugfix: fix invis players not replicating positions & rotations Tests: spectated invis player, didn't observe and animation glitches as the comment warned (tried rock, torch, ak)
3 Days Ago
Bugfix: don't destroy local player when spectating player going invisible Fallout from the recent rewrite. Tests: while being spectated, toggled invis a bunch of times - no NREs on the client. invis player doesn't replicate, though, will fix next.
3 Days Ago
Splatting progress
3 Days Ago
merge from fishing_village_collider_fix_fix
3 Days Ago
Reapplied 132483. S2P
3 Days Ago
merge from workshop_filedialog_title -> main
3 Days Ago
Add title text to workshop file dialog, customize for bulk import
3 Days Ago
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy. - Always update the entire buffer to make greedy GPU drivers happy. - Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything. - Use a function pointer (👻) in damage region processing for similar reasions. - Unlock the arrays in Update in case OnPreCull wasn't called. - New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
3 Days Ago
oil rig platform lods and collision oil rig foot flat lods and collision
3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
RPG7 - Texture update
3 Days Ago
Finalized spawns.
3 Days Ago
walkway roof tarp collider fixes
3 Days Ago
Casino converted paddling pool into a non-entity static object Static variants of broken down chippy arcade to reduce the number of entities in the scene Fixed bar merchant