reporust_rebootcancel

121,550 Commits over 4,048 Days - 1.25cph!

Today
merge from jungle_dlc
Today
merge from raddart_fix
Today
merge from vendingmachine_storage_monitor_fix
Today
merge from jungle_update)
Today
merge from computer_clipdoors_fix
Today
merge from clientdemo_netwrite_read_fix
Today
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Fixed broken terrain setup
Today
Update: ContinuousProfiling will emergency stop if fails to export Yet to pin down the worker thread telemetry stream seeing stale/garbage data. Tests: soaked on Craggy in editor
Today
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Prefab setup
Today
Added cow model, materials, textures.
Today
More placeholder ceiling paper skins
Today
1st pass view model camera animations for content in the tools list
Today
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Today
Bugfix: fix main source of invalid profiling stream from ServerProfiler - Drop dead threads on every succesful frame - Reset all writing indices on new frame and on resuming continuous profiling post-export - release binary built using 019295b4 There's still another issue hiding somewhere, but it's much more stable now. Tests: on craggy exporting every 3rd frame for 5 minutes straight. Previously would trip after 20seconds.
Today
Fixed wallpaper viewmodel material not updating when selecting skin 0
Today
another pass on erosion spaltting - depeer gouges from erosion - less intense splatting of gravel generally - slope threshold to stop splatting onto larger flat sections at the bottom of hills - cliff avoidance to match previous behaviour
Today
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Today
merge from main - RC
Today
CodeGen update to include spatiallyAwareEnvironmentVolumes default as false
Ensured boomerang return arc is more relative to throw direction rather than world direction. Better boomerang behaviour when thrown straight upwards
Today
Corner hull
Prevent dropped boomerang from slipping behind entities Ensure boomerang impact effects are always played at the same place Don't bother trying to handle bones on the server - it never matches
Today
Merge from main
Today
Updates to the home screen, adding new elements and styling
Today
Fixed shader error in Amplify Rust/Standard template
Today
merge from main - RC
Today
Set spatiallyAwareEnvironmentVolumes convar default to false
Yesterday
Boat building station deployable/item basic setup
Yesterday
added lines back in to ground_guide and added corner triangle
Yesterday
fixed water culling happening outside the hatch of tunnel entrances
Yesterday
Update: prototype of continuous allocation tracking is working - started with profile.watchallocs [Name, default="Allocs"] - can be stopped with profile.stopwatchingallocs Dumps [Name].json.gz with data about allocs and associated callstacks. Still hardcoded to trigger export every 3 frames. Exporter frequently gets lost in the bin stream, and needs to be optimized (craggy has noticeable stutter). Tests: in CLIENT+SERVER editor on Craggy with allocation tracking.
Yesterday
merge from main - RC
Yesterday
added "up" triangle to floor guide
Yesterday
merge from vine_disable_convar
Yesterday
merge from vine_movement_nre
Yesterday
Fixed vinyl mat missing albedo
Yesterday
Skin fixes, changed flooring and ceiling paper default skin
Yesterday
merge from main
Yesterday
Skinnable setup Split the flooring, wall and ceiling wallpaper skin sets Fixed colliding skin IDs
Yesterday
Item setup Manifest
Yesterday
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
Yesterday
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
Yesterday
Possible NRE fixes for vine mountable (no known repro)
Yesterday
Found a duplicate camera
Yesterday
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
Yesterday
Ensure child classes of SyncVar are picked up in SyncVar Codegen Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
Yesterday
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
Yesterday
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke