reporust_rebootcancel

137,476 Commits over 4,474 Days - 1.28cph!

10 Months Ago
merge from optimize_sprinklers -> main
10 Months Ago
Fix compile error
10 Months Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
10 Months Ago
Fix compile errors
10 Months Ago
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
10 Months Ago
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
10 Months Ago
Merge from boat_building
10 Months Ago
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
10 Months Ago
RPG7 - Added baked viewmodel
10 Months Ago
Set dressing polish and some boosted bounce lighting in floating city 3
10 Months Ago
Added boat building station deployment guide prefab with latest artwork
10 Months Ago
Merge from boat_building
10 Months Ago
Merge from part_caching
10 Months Ago
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
10 Months Ago
Switch more stuff to using cached parts
10 Months Ago
Merge from parent
10 Months Ago
Re-add hull flag, set on hull blocks.
10 Months Ago
10 Months Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
10 Months Ago
Merge from main
10 Months Ago
Casino barge decks
10 Months Ago
added an elevator shaft to the casino roof in FC4
10 Months Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
10 Months Ago
raised security tower cover
10 Months Ago
level submit
10 Months Ago
Codegen
10 Months Ago
removed Deferred Mesh Decal script from mesh object parent
10 Months Ago
removed double LODing method on prefab causing errors
10 Months Ago
supply signs lods, collision
10 Months Ago
Casino LOD/COL/Prefab progress
10 Months Ago
HLOD and s2p for floating city 3
10 Months Ago
Merge from main
10 Months Ago
Compile fix
10 Months Ago
merge from contactsmenu_fix
10 Months Ago
merge from menu_workshop_fix
10 Months Ago
merge from steaminventory_warmup_fix
10 Months Ago
merge from store_nre_fix
10 Months Ago
merge from premium_text_fix
10 Months Ago
merge from wirecolor_nre_fix
10 Months Ago
Clean: leaving a TODO note for one I return to this
10 Months Ago
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
10 Months Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
10 Months Ago
made queue barriers R/W for batching
10 Months Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
10 Months Ago
New chainlink monument door (npc only and player compatible) Add placeholder conversation for farm access, charges scrap for now (temp) When a door is opened by an NPC in a conversation it will then be closed after 5s
10 Months Ago
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
10 Months Ago
Fix DeferredDecal component not being stripped from server entities
10 Months Ago
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
10 Months Ago
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
10 Months Ago