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129,551 Commits over 4,232 Days - 1.28cph!

Today
Small engine deploy volume improvements
Today
Sail deployment volume improvements
- Fix flex virtual scroll not calculating the correct top and bottom starting rows after dynamic cell changes - Increased the threshold for console messages to be put into the same bucket (1.5 seconds now) - Console messages will now group according to log type, multiple warnings will be grouped together etc
Today
Scene progress
Today
Plank groundwatch layer fix, deploy volume improvements.
Today
Cannon ground watch layer fix, deploy volume improvements.
Today
Loadout view, info and items styling
- VirtualScroll and FlexVirtualScroll now support elements with different heights - dynamic sizing - Console is now displaying properly
Today
Update: resolve addresses to methods/trampolines where possible - ServerPorfiler built from 18130132 A bit ugly, but don't care for now Tests: viewed BasePlayer::ServerUpdateParallel
Today
Ramp deploy layer fix
Today
Tech Tree category setup - Weapon / Attire / Construction / Utility
Today
hackweek arcade machine implemented special combination with flashing lights and all the things
Bone armour repose/lods
Today
Bugfix: jump addresses are now valid - Also added ability to show opcode bytes - ServerProfiler built from 95cd43f7 Was due to invalid use of library API (I should've RTFMd) Tests: viewed BasePlayer::ServerUpdateParallel
Today
bake GUI physics on a job thread without blocking
Today
Add ladders back to boat building station.
Today
Added PlayerBoat.PowerdownOnNoPlayers servervar. Can disable auto engine/sail shutdown for testing/cinematics
Today
basically functional SDF in-GUI sculpting
Today
Improved the `fillwater` command - Now able to fill up deployed liquid container being looked at, in addition to items in the hotbar - Clears old contents before adding, so you don't get stuck with the wrong water - Able to fill up water bucket, provided its equipped - Added reply feedback + description, cleaned up the code
Today
hooked up kick hazmat icon to skinnable
Today
Merge from vehicle_large
Today
merge from boat_building
Today
Anchor deployment fix
Today
turning tesselation all the way down on the ice block, not needed as badly with the new method
Today
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
Today
Remaining layer fixes
Today
Server tab
Today
Floor & triangle floor layer fixes
Today
floor & triangle floor layer fixes
Today
hackweek - halloween garland blockout and test atlas
Today
Square and triangle hull layer fixes, entity list updates to boat building blocks.
Today
Use a better way to toggle objects in motion. This fixes "stuck" objects and the initial state of doors but currently breaks everything else that is not a door.
Today
Profile ScaleBySpeed.Update
Today
Wrap WaterDynamics.UpdateWaterDynamics in profiling
Today
Add wake displacement to every hull block, to check performance
Today
Start trying to figure out how we're gonna do this... Add PlayerBoat.Effects partial. Setup client hierarchy, realm removed server-side.
Today
hackweek arcade machine implemented line combination wins with visual light feedback
Today
Merge from parent
Today
Merge from main
Today
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Today
Show on the item info panel if data can't be redeemed
Today
Add data spawns to all of the loot spawners
Today
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Today
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
Today
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
Today
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
Today
Clan scores
Today
Boilerplate loot item and deposit entity
Today
Rebase on /main
Today
Virtual scrolled the item list