reporust_rebootcancel

153,564 Commits over 4,536 Days - 1.41cph!

55 Days Ago
Merge from main
55 Days Ago
spawning baseplate properly in sculpt ui
bot
55 Days Ago
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55 Days Ago
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
55 Days Ago
Update(tests): TestServer now also creates a dummy BiomeMap Not sure why pre-merge TestMTSave(GrowableEntity) didn't trip over, but sorted now Tests: all TestMTSave
55 Days Ago
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
55 Days Ago
adjusted msg length limit
55 Days Ago
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55 Days Ago
Merge: from main
55 Days Ago
sanity limits on sculpt update rpc msg
55 Days Ago
Clean: add comments for new perf test Tests: none, trivial change
55 Days Ago
New(tests): SendEntityUpdates perf test, creates a bunch(100, 1000, 10000) of players that get sent to 10 players Runs Jobs 3(parallelize dependency chains) vs Jobs 4(parallelize queues) serialization modes and whether to use network cache. Doesn't create any entity hierarchy (best case for Jobs 3). With network cache, Jobs 4 beats by ~2x (10k: 16ms vs 9ms), without cache Jobs 4 scales much better, up to 3x faster (10k: 62ms vs 14ms). Tests: ran SendEntityUpdates
55 Days Ago
Update(tests): assign prefabIDs to entities created in TestServer Avoids tests derping out trying to save global managers/players Tests: SendEntityUpdates perf test passes
55 Days Ago
Bugfix: fix double-free on a pooled buffer This was causing a buffer to be shared between 2 tasks when it was fetched from the pool, leading to chaos Tests: ran SendEntityUpdates perf test (gonna submit in a bit)
55 Days Ago
Flare animator and animation updates
55 Days Ago
¬! Dummy commit
55 Days Ago
Field rename for the OnClanUpdate event
55 Days Ago
Wolf headdress (And lunar mask skins) require T1 workbench to craft
55 Days Ago
check for buffer failure in sculpture update
55 Days Ago
cleaned up semi-useless chunk prefab
55 Days Ago
merge from siegeweapon_firedamage
55 Days Ago
Protection tweaks
55 Days Ago
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
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55 Days Ago
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55 Days Ago
Merge from sign_build_fix
55 Days Ago
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
55 Days Ago
Merge from lootspawn_stack_fix
55 Days Ago
LootSpawn can no longer create item stacks in loot containers that are greater than the max stackable amount of an item Will now split the item into multiple stacks if needed
55 Days Ago
merge from codegen_timings -> main
55 Days Ago
Merge from bag_compass_marker
55 Days Ago
Icons
56 Days Ago
compile fix
56 Days Ago
merge demo2 to main
56 Days Ago
merge demoui 2 to main
56 Days Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
56 Days Ago
Add Profiler.BeginSample() for code generator
56 Days Ago
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
56 Days Ago
merge from main
56 Days Ago
- Fix not being able to duplicate scenes with puppets in it. - Add countdown to shot director - Show a preview of the dolly cam's current position in dolly edit mode - Snap current time to a keyframe's time when editing a dolly node - Add dof.debug to the demo options panel - Fix color grading sliders - Add a way to change the seed of any puppet. - Show demo filename instead of just the name in the UI..
56 Days Ago
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update skin list
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56 Days Ago
Merge from satellite_crash
56 Days Ago
merge from high_wall_upkeep -> main
56 Days Ago
Satellite FX progress
56 Days Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
56 Days Ago
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
56 Days Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
56 Days Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"