reporust_rebootcancel

129,254 Commits over 4,232 Days - 1.27cph!

2 Months Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
2 Months Ago
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs - Takes broadphase from 4.8s to 0.4s This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next. Tests: generated on a custom map and visualized the occlusion grid
2 Months Ago
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild Tests: triggered a couple reloads, no NREs when generating cache
2 Months Ago
Fix compile errors
2 Months Ago
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
2 Months Ago
Spike Trap LODs Gibs and backface fix
2 Months Ago
merge main into naval_update again
2 Months Ago
subtract flashlight beam optimizations
2 Months Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
2 Months Ago
Cannon work in progress, basic firing/reloading based on ballista.
2 Months Ago
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
2 Months Ago
merge from main
2 Months Ago
naval_update -> scientist_boat_ai
2 Months Ago
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits
2 Months Ago
main -> naval_update
2 Months Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
2 Months Ago
Merge fixes
2 Months Ago
2 Months Ago
merge from drone_storage_slot - should fix weird main branch commit issue from earlier merge
2 Months Ago
remove jacket as rare armor
2 Months Ago
main -> facepunch_assert
2 Months Ago
Bug fixes, general cleanup
2 Months Ago
Assert throws exceptions Check wont print anything - just returns state
2 Months Ago
Anchoring improvements. Refactored to now check Anchoring not Lowered. Anchoring is when lowered AND in valid water (todo).
2 Months Ago
rebuild hackable crate loot
2 Months Ago
merge from main
2 Months Ago
Clean: missed newlines Tests: none, trivial change
2 Months Ago
New(editor): LoadMapFile - added Server Occlusion Debug section - refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced Allows to debug occlusion bugs without having to enter play mode Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
2 Months Ago
BBS fixes
2 Months Ago
merge from drone_storage_slot
2 Months Ago
meta_shift -> main
2 Months Ago
merge from meta_shift/monument_shuffle
2 Months Ago
merge from main
2 Months Ago
added `drone.disableSamTargeting` convar for balance testing
2 Months Ago
Re-added DLSS crash fix after subtractive merge issue that removed it
2 Months Ago
autoturrets target non-authed playerowned drones (ignore non-controlled drones like market drones) - gave drones proper vehicled detailed collision and AI collider for turret targetting
2 Months Ago
Remove using
2 Months Ago
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.
2 Months Ago
player-controlled drones targetable by SAMs
2 Months Ago
Setup for other monument types
2 Months Ago
Reverted changes to skydome's TOD_sky night settings
2 Months Ago
Merge from main
2 Months Ago
missing change
2 Months Ago
moved drop input response so it's reliable