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129,667 Commits over 4,232 Days - 1.28cph!

Today
Move test scene
Today
Today
Compile fix
Today
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Today
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Today
Today
Splatting
Today
Saving/loading
Today
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Today
Fix "ShouldBeRunning()" getting inverted during refactor
Today
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
Today
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Today
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
Today
Forgot to commit changes from yesterday, added a score HUD
Today
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
Today
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
Yesterday
Entered commands always generate a new timestamp
Yesterday
Put console command input box at the very bottom of the window
Yesterday
- Fixed dodgy scaling on the displayed entries - More flex fixes throughout - Command box clears after running a command
Yesterday
- Clear now works - Save correct date/time format when copying to clipboard - Trim <colour> tags when copying to clipboard
Yesterday
Console null check, removed unused vars
Yesterday
Developer tools tab init fix Console UI NRE fix
Yesterday
Pressing enter with the item tab open focus on the search bar Updated search bar styling
Yesterday
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
Yesterday
Fixed a bunch of console order of execution errors now that we do init in a different place
Yesterday
- Applied Flaviens shelf to fix messed up console init - Ensured instance is set - Merge conflicts
Yesterday
Pressing tab with F1 menu open cycle through all the tabs
Yesterday
Added HasConsoleInput()
Yesterday
Deer skull mask repose
Yesterday
Ensure developer tools warms up the console so it doesnt miss any startup messages Setup copy, clear, log and log file commands
Yesterday
Clean: get rid of debug logs Tests: none, trivial change
Yesterday
giveequip put the item in the inventory main container before moving it to the wear container, otherwise the swap logic doesnt work
Yesterday
Final (WIP) values for shirt/jacket/pants on Attire branch of tech tree
Yesterday
Update: remember selecter row index between dissasm states Tests: viewed BasePlayer::BoxTest
Yesterday
Update: use consecutive int3s to stop decoding Doesn't always apply, but when it does saves a lot Tests: viewed BasePlayer::BoxTest
Yesterday
Ensure input is displayed brighter than logs
Yesterday
Can now submit console commands to the new console ui - Split off the display from the processing part of the console UI
Yesterday
Update: allow inspecting instructions at address-like values Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10. Tests: viewed BasePlayer::BoxTest
Yesterday
Added "Equip" button for wearable items Added giveequip command Works half of the time, it can't swap existing items currently
Yesterday
simple modders red puzzle prefab
Yesterday
Final cliff placement.
Yesterday
Added prevent movement volumes to the casino above the big wheel room to stop players from getting to inaccessible areas
Yesterday
Floating cities scene2prefab
Yesterday
merge from vehicle_large
Yesterday
merge from boat_building
Yesterday
slick ball arcade game updated the game board and tweaked light positions and added sunken submarine backlit lights prefab balls per game increased
Yesterday
compile fixes
Yesterday
breaking BaseSculpture down into multiple files, getting unmanageable
Yesterday
merge from pointgrid_to_sdf
Yesterday
small cleanup