reporust_rebootcancel

121,552 Commits over 4,048 Days - 1.25cph!

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
Yesterday
Cleanup start/stop queue methods Return hashset to the pool on stop
Yesterday
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
Yesterday
Conditional sync vars now force sending. We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed. Invoking force prevents us from having to maintain a dictionary of values for every entity
Yesterday
Server -> Client Syncvars properly syncing up via a fixed repeating queue Cancel repeating invoke on entity destroy Bitmask setup as a uint - 32 sync vars max per class
Yesterday
Remove graphics.viewModelCamera convar, will be forced to true Left all code in place in case we need to roll it back
Yesterday
Progress on weather fog levels.
Yesterday
add way to override weather profile with live editing support
Yesterday
Move FogMultiplier to WeatherPreset
Yesterday
Can press R to rotate floor and ceiling paper before placement New deploy guide mesh
Yesterday
merge from main - RC
Yesterday
merge from coco_protection
Yesterday
Wall window
Yesterday
Doorway
Yesterday
Fix croc not being able to attack dpv, boogie board, kayak and rowboats
Yesterday
Fix croc trying to attack cars and shelters with no success
Yesterday
Floor. Additional placeholder building station prefab.
Yesterday
Fixed stray coco knight head and glove protections
Yesterday
merge from main
Yesterday
fix for camera offset when deploying jungle ak viewmodel
Yesterday
Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
Yesterday
Low wall, low barrier
Yesterday
Bugfix: fix missing callstacks - Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch - Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set - Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc). Tests: unit tests + perf test
Yesterday
Remove corner pieces
Yesterday
Allow chatting while using a computer station Fix chat immediately reopening sometimes (when in the computer station?) Remove some allocations related to closing the chat input and input within dialogs
Yesterday
Triangle hull and wall test pieces.
Yesterday
Added wallpaper to all foundation and floor prefabs
Yesterday
Merge from main
Yesterday
Update: initial stack gathering support for allocs in Continuous mode - using release libs based on d48bcf49, with hardcoded stack gathering for now Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated. Tests: none Profiling shows
Yesterday
Fixed bullet blood not playing on awake. Fixed its missing material Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
Yesterday
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Yesterday
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Yesterday
Subtractive merge (120559 & 120558)
Yesterday
replaced the vine mesh with an updated version on viewmodel vine rig
Yesterday
World changes
Yesterday
High quality compression settings
Yesterday
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
Yesterday
Made waterworld for testing
Yesterday
Merge from indirect_lighting_fixes
Yesterday
main ➡️ naval_update
Yesterday
Hull_square test
Yesterday
Merge from indirect_lighting_fixes
Yesterday
Merge from main
Yesterday
Remade is broken icon Old one was looking super low res with higher monitor resolutions
2 Days Ago
merge from main
2 Days Ago
Fixed skin rendering issues in darkest environment volumes by correcting the deferred indirect lighting render targets' formats
2 Days Ago
2 Days Ago
Add a separate boat planner for now.