reporust_rebootcancel

159,319 Commits over 4,597 Days - 1.44cph!

10 Days Ago
Fixed being unable to close open ladder hatches from certain angles
10 Days Ago
merge from cui_blur_fix2
10 Days Ago
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10 Days Ago
Fixed CUI blur stacking sorting issues
10 Days Ago
Merge from main
10 Days Ago
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
10 Days Ago
undo all camera director keys in one go, fix NaN time when two camera keys overlap, fix gizmos having an offset.
10 Days Ago
Fix undo accidentally restoring sandbox tracks
10 Days Ago
small games wooden table; - game model - bake textures - material updated - localization updated
Rin
10 Days Ago
Fixed Crate_normal_2 not spawning 2 blueprint fragments Swap livestock vendor rewards from blueprint fragments to blueprint pages
Rin
10 Days Ago
Shears name and description 2 Blades to craft WBLVL1 Default BP WIP
10 Days Ago
Merge from main
10 Days Ago
Increase terrain cell LOD count Handle off-centre ring holes Add debug colour option
10 Days Ago
Switch the full server export for base occlusion export JSON -> protobuf - although it was zipped it was taking 30s to deserialize, yikes - still supports JSON exports for the smaller pastes
10 Days Ago
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
10 Days Ago
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Rin
10 Days Ago
merge from blueprints_2
10 Days Ago
Fix streams in waterguns not being colored for radwater
10 Days Ago
- Ensure boats spawn on the edge then travel inwards - Code cleanup
Rin
10 Days Ago
Prototype Workbench Upgrade now has a 25% chance of success instead of fail Previously would consume 2.67 blueprints on average Now consumes 4 on average Added a sound for failing the prototype
10 Days Ago
Fix terrain quality not reducing lod extents to the minimum
10 Days Ago
Fix cows not following smoothly and being very slow and annoying to lead
10 Days Ago
Fix renderer key allocating a materials array on every batch group lookup, now uses a pooled list Saves ~620 KB when loading in a big base in editor Also fixed a small logic error in RendererKey.Equals
10 Days Ago
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10 Days Ago
Use own custom convar for egress
10 Days Ago
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
10 Days Ago
Update ADS settings
10 Days Ago
Merge from main
10 Days Ago
Merge fix
10 Days Ago
Optimize speed for base occlusion tests when ran across a full server - only load the map once per set of tests
10 Days Ago
Merge from main
10 Days Ago
Add renaming for cows and sheep Player instigated renames start a new name dynasty, utilising the existing name dynasty stuff Players can't rename animals spawned with the raree special names/genes. These names now appear gold with a star
10 Days Ago
Stop bush clutter running physics queries on every LODManager visit and taking a large part of its budget, now only runs when bush culling blocks (foundations) change Disable CullBushes on boat hull blocks, not needed
10 Days Ago
Moved MenuUI2's UIBlurCanvasesBehind from FadedBackground to PageBackground as it needs a CanvasRenderer
10 Days Ago
merge from uiblur_faded_fix
10 Days Ago
Uzi: mag drop and shell ejection - Mag drop on world model reloads - Shell ejection in first person and 3p: new eject_shell (viewmodel) and w_eject_pistol_shell (world, on the uzi shell_eject bone) - viewmodel updated, shell eject position + enforceClipWeights on so fire/fire_ADS sharing a blend tree don't spawn two shells per shot
10 Days Ago
Fix after merge
10 Days Ago
merge from base_occlusion/foundation_offset_fix -> base_occlusion
10 Days Ago
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
10 Days Ago
viewmodel lasersight/brake attachment placment
10 Days Ago
update base_occlusion/foundation_offset_fix
10 Days Ago
Cant take the pt boat out of the deepsea (just like the other boats)
10 Days Ago
More Uzi 3p setup - stock and no stock anims for world model and player - w_uzi anim hooked up, now swaps between the stock/ no stock anim sets when rifle mode is is toggled - 3p anims now using a subsystem, not an overrride....so I can use multiple masks (no stock = one handed, left arm stays on locomotion, left hand comes in for the reload, stock out = two handed - removed holdtype controller (not needed now) - Stock deploy / collapse anims play when toggling between the two - 3p anim updates + deploy/collapse stock clips - uzi.entity: ProjectileAnimationSubSystem driven by the StockDeployed flag, HoldType.uzi override removed - Uzi.cs (client only): sets the rifle_mode float on the world model animator from the stock flag. Skipped while the animator is inactive, same approach as CrossbowWeapon/Handcuffs driving their world animators
10 Days Ago
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10 Days Ago
merge from static-cctv_fix
10 Days Ago
New roaming boats: 1-2 boat groups will now patrol off the coast of the main island periodically before leaving the map. Roaming crews only fight geared or armed players they can see, or anyone who attacks them (same as patrol heli). Boats can be stolen and taken by players.
10 Days Ago
merge from uiblur_faded_fix
10 Days Ago
Cleanup
10 Days Ago
Cherry pick alloc fix for pool table and fishing, and fix compile error
10 Days Ago
Fix industrial pipe segments being permanently dynamic via flag on the prefab, toggle their LODs only when on a moving parent like base io lines