reporust_rebootcancel

131,887 Commits over 4,262 Days - 1.29cph!

4 Minutes Ago
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
5 Minutes Ago
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
10 Minutes Ago
fixed clipping issues on planner viewmodel
12 Minutes Ago
- Actually skip MountedPlayerSync() - Cleanup
19 Minutes Ago
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
25 Minutes Ago
rebuild censor chunks and reapply properly when censorsigns changes
43 Minutes Ago
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
44 Minutes Ago
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy
52 Minutes Ago
Refactor damage methods.
1 Hour Ago
Merge: from main
1 Hour Ago
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs This eliminates a lot of wastefull attempts Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts
1 Hour Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
1 Hour Ago
Bugfix: DensitySpawnPopulation - avoid weighted prefab pool starvation Bug from 2022 - we never checked if prefab instantiation ever failed, as it has it's own internal checks Tests: ran spawn.report - saw that junkpiles population was full after boot. deleted junkpiles pop then immediately simulated spawning - saw green pixels, got the count
1 Hour Ago
Update: spawn.dump_map - also report how many spawned and how many attempts were taken Looking at the texture it's hard to believe it has 800 green pixels, but apparantly it does. Tests: used dump_map right after delete_populations
1 Hour Ago
merge from store_gallery
1 Hour Ago
Added store images for the following: - LNY wallpaper - LNY wall divider - Halloween wallpapers - Balloon pack
1 Hour Ago
Hide pants repose
2 Hours Ago
merge from obb_test
2 Hours Ago
removed 3D gaussian blur entirely, it was too slow
2 Hours Ago
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
2 Hours Ago
Fixed steam inventory modal unable to send coroutines during their init
2 Hours Ago
Fix issue causing low ammo indicator to be always on
2 Hours Ago
Only scroll when the item is not 100% visible Some safety checks
2 Hours Ago
merge from indirect_instancing (for real this time)
2 Hours Ago
merge from indirect_instancing
3 Hours Ago
local-region OBB pointcloud fitting
3 Hours Ago
Some bug fixes, reset scroll pos after closing the skin modal NRE fixes
3 Hours Ago
Update: differentiate SpawnPosOverride and Density errors Noticed a bug that can cause random prefab picking starvation (we don't return prefabs if instantiating a prefab fails), will fix in a separate CL to confirm via debug maps Tests: ran dump_map junkpiles 1000 on 4.5k procgen
3 Hours Ago
slight cleanup, disabling blur for now
3 Hours Ago
Adding extra unitybuild args that were missing on OSX builds
3 Hours Ago
4 Hours Ago
Update: refactor SpawnPopulationBase to work with ISpawnHandler - got rid of SimulateSubFill, consolidated logic - changed dump_map default simulation count to 100 (to avoid iteration explosion) - added more fail reasons This both reduces code duplication and makes sure we run exactly the same SubFill logic when simulating to generate debug maps Tests: ran it on 4.5k procgen with dump_map junkpiles 1000 - found why they don't spawn
Today
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
Today
* Moved fallback bounds transformation to a job * Removed old fallback culling code
Today
Layout tweaks
Today
Moved gallery images to CoverImage Fixed scroll view paddings for items with more than 5 images Clicking a gallery button scrolls to center the clicked element
Today
Cleanup: Remove old MotionList code
Today
* Fixed objects in fallback renderer not updating correctly when in motion. * Added profiler markers for draw call submission of instanced and fallback renderers. * Fixed streaming_use_mesh_uv_distribution_metrics not actually doing anything.
Today
support for movement sounds on pt boat turrets
Today
Fixed weekly items modal not showing "This item can't be broken down" Cleanup
Parachute backpack/canopy/gibs reposed
Today
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Today
merge from main
Today
merge from console_autocompletion_contains
Today
Changed the console autocompletion from StartsWith to Contains
Today
Steam inventory modals fixes following the gallery changes
Today
Remove SimpleFloatingEntity and associated prefabs, they were never used
Today
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Today
Ghost sheet and Dracula outfit repose
Today
Fixed pool leak in BuildingBlock::DrawHighlight