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136,996 Commits over 4,474 Days - 1.28cph!

Yesterday
Fix server compile issues and bad shader merge
Yesterday
Fix TerrainAlphaScanner compile error
Yesterday
Merge from main
Yesterday
Remove shader debug pragma
Yesterday
Fix holes rendering an extra instance
Yesterday
Merge from main
Yesterday
Merge from vm_attachment_swap_fix
Yesterday
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
Yesterday
Setup holes on foundations just for testing
Yesterday
Update SoftMask static constructor to use unity's TypeCache lookup structure instead of iterating over every type in every assembly Was taking 3.5s every domain reload, now takes 4ms Editor only, still iterates over every assembly in a build (but only on boot)
Yesterday
Terrain sample optimisations and toggles for testing, use vertex sampling for biome and normals, cull layer samples more aggresively, and use max layer only for parallax
Yesterday
Add compatibility with old Terrain_AlphaMap, switch back to old alpha map for now
Yesterday
Satellite stuff WIP
Yesterday
game_room_dlc -> main
Yesterday
Compile fixes
Yesterday
Pool: - Add test sounds when hitting cue - Add test sounds when pool balls hit each other
Yesterday
Fix oil rig switch turning off when server restarts S2P oil rig Will require fresh server wipe
Yesterday
pool: - sound effect on mounting
Yesterday
New pool controls that more closesly resemble real pool - Hold Left Click to be able to adjust power - Pull Back / Push Forward will adjust power - Quickly pushing forward will actually hit the ball
Yesterday
Merge from attachment_fx_fix_2
Yesterday
Changed mod_attach and silencer_attach sound defs to use the tiny sound, reduces it's max audible distance from 60 -> 20 (although due to the falloff it's more like 10m)
Yesterday
merge from server_inventorydeserializing_optims
Yesterday
Server skips fetching all the properties of players steam items when deserializing their inventory Speeds up entering playmode (and runtime server inventory deserializing), can be slow depending on your inv size
Yesterday
Subtract 157916 (we do want these sfx to be audible to other players, just with a smaller distance)
Yesterday
merge from fix_editor_disable_deepsea -> main
Yesterday
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
Yesterday
merge from copy_paste_load_threaded -> main
Yesterday
merge from bootstrap_optims
Yesterday
Load the copy paste files on startup on a background thread - still loads textures and adds to the list of files on the main thread - saves 600ms for my 36 copy pastes - more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
Yesterday
Removed the forced world and prefabs asset scenes activation from bootstrap (they still stream in the background, bootstrap no longer waits on them) Skin viewer activates the prefabs scene when opened for the first time, it keeps waiting for it to be loaded if its not ready to be activated Skin viewer loads bundled workshop skins through a sync path when the async bundle queue is blocked (the world scene holds the queue until its activated it when connecting to a server)
Yesterday
pool: Ensure we cant move after hitting the ball
Yesterday
Swap sub system to be a child animator sub system - allowing us to create a 1d blend tree to clean up the movement
Yesterday
Add the upkeep component to both high walls and gates
Yesterday
Add support for the "Upkeep" component to tick a bool if it's a high wall - will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
Yesterday
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be - set to static value because high wall upkeep would be too low near single TCs and too high near big bases
Yesterday
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft - allows us to divide the upkeep for high walls by 3x because we craft 3x per craft
Yesterday
Change start/end frames for turn animations, they had like 15 frame tails of nothing at the end.
Yesterday
rock carving pedestal wip baked model
Yesterday
merge from console_optims
Yesterday
Console autocomplete optims
Yesterday
Flare animation and events updates
Yesterday
One more terrain fix in puzzle zoo
Yesterday
Fixed some errors in the puzzle zoo scene Added spawn.v3 prefab to world setup to make keycards spawn
Yesterday
merge from waterwell_stock_decrease -> main
Yesterday
Decrease max stock of items in waterwell vendor from 10 -> 2 - increase restock time from 2m -> 10m per item - keep syringe & ammo at 10 stock & 2m restock time
Yesterday
dome logic decal tweaks to help left to right reading
Yesterday
refactor turn in place to mostly use anims, give up on ik for now.
Yesterday
merge from turret_hqm_increase -> main
Yesterday
Increase turret crafting cost from 10 HQM -> 25 HQM