reporust_rebootcancel

130,459 Commits over 4,140 Days - 1.31cph!

Today
Optimized the crap outta the chandlier drawcalls. +related mesh and mat files.
Today
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Lowered SSS further on blue tarps Medical bay dressing progress
Today
Fix still wet after dying
Today
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
Yesterday
merge from canyon-fog-fix
Yesterday
drop off biome fog density under ocean level, fixes canyons being full of fog
Yesterday
spas12 viewmodel - added ads anim
Yesterday
4k strip light materials
Yesterday
4k striplight and striplight mount textures
Yesterday
Added collision to farm barge container shells. Replaced beach parasols with static versions.
Yesterday
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
Yesterday
Fix impact effects on the mannequin only appearing near the feet
Yesterday
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Yesterday
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Yesterday
4k textures for spotlight and tripod
Yesterday
merge glass_fix_resourcerefs to main
Yesterday
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
Yesterday
Improve mannequin model part hiding with skin overrides
Yesterday
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
Yesterday
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
Yesterday
Jungle ak viewmodel - fix for ads dryfire
Yesterday
Merge fixes from /indirect_instancing
Yesterday
Rebase on /main
Yesterday
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
Yesterday
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Yesterday
decor_lighting_dlc -> main
Yesterday
Deployable snapping for the table lamp
Yesterday
Deployable snapping for the Mannequin
Yesterday
Added snapping to the spotlight
Yesterday
Added snapping support to the two types of beanbag
Yesterday
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Yesterday
merge from decor_lighting_dlc/gameplaypass
Yesterday
merge from decor_lighting_dlc
Yesterday
viewmodel chainsword update attack animation edits
Yesterday
merge from ui_mipmaps_fixes
Yesterday
Wheat icon mipmap group set to UI
Yesterday
merge from main
Yesterday
Merge: from baseplayer_serverupdateparallel - Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
Yesterday
Merge: from main
Yesterday
merge from decor_lighting_dlc
Yesterday
Fixed string lights with no wire slack looking terrible
Yesterday
merge from stringpool_warnings_investigation
Yesterday
More farm barge set dressing
Yesterday
Apply the stringpool fix to ~20 more entities
Yesterday
merge from main
Yesterday
Fixed fairy and string lights wire thickness causing issues when not using wire slack
Yesterday
merge from naval_update/deep_sea
Yesterday
Fixed deep sea spawning erroring on other scenes
Yesterday
Clean: Replace persistent native WaterFactorCache with transient native allocs This is slower, but it's not the hot path and it simplifies code and avoids polluting intellisense. Tests: ran unit tests