reporust_rebootcancel

157,019 Commits over 4,566 Days - 1.43cph!

Yesterday
Gun attack effects can now be recycled before their tail sound finishes, means we only have to warm up half the amount we'd need to
Yesterday
Cleanup
Yesterday
merge from main
Yesterday
Skip the gamepad vehicle action set lookup when no Steam Input controller is active
Yesterday
Only send waterwheel network updates when its actually changed (at low speed) Saves ~76 B per skipped update per nearby player
Yesterday
Merge from main
Yesterday
Clear potential stale gamepad inventory cursors in edit mode
Yesterday
Tooltip bind lookup fix
Yesterday
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
Yesterday
Adding dweller mace viewmodel rig
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
Yesterday
Merge from main
Yesterday
Fix motion vector pass being culled when ocean is present
Yesterday
Merge from main (actually latest this time)
Yesterday
Updating tattoo rig with updated mesh
Yesterday
Merge from main, and fix MapInterface marker conflict
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from fp_sw_glyph_fixes
Yesterday
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
Yesterday
Forward jump down animations for cow and sheep
Yesterday
Updating flail viewmodel rig
Yesterday
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
Yesterday
Handmade SMG damage Increased 20 > 21
Yesterday
▄▆▄▆▅█▋▍ ▉▋▆ ▍▉▇▅█▅▊ ▉█▍▄▇ ▆▍ ▉▇ █▆█ ▌▋▇▆▅▇▄▅▄▄ ▋▌▉▉▋ ▍▍ ▊▅▋▌ ▌▍█▆ ▄▍▌ ▇▉▅▇▊▄▌█ ▊▇▅▌▇▍▊█▊▅█▋▉▍▊▊▆▉ ▊▄▌ ▌▍▅▇▅▋▉ ▍█ ▅▉▊▇▆▊█▆▇▌▆█▋▅▉▅▇▇▍█▄▅█▌▉▋▇▄▉▆▆▅▉▆▍▍▄▅▋▄▅ ▍▆▋▋▇▄▋▉▅ ▌▇▉█▇▄▄▌ ▋▉▆█▋▄▊▅▌ ▉▆▊▅▅▊▌▆▅ ▌▊▄▆▊▊█▇ █▌▉ ▄▍▌▌▆█▅▋
Yesterday
Merge from car_spawning_prefill
Yesterday
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
Yesterday
Manifest update
Yesterday
Merge from main
Yesterday
Merge from prototype_draggable_markers Can now drag map markers on the map screen with MMB
Yesterday
▉▊▄▅▋▌ █▇▆▌▉█▍ ▍▄▉ ▄▄▇▋▆█▄
Yesterday
▉▄▊▊▌▅ ▉▇▍▅ ▄▌▊▍
Yesterday
Merge from terrain_watermap_test
Yesterday
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
Yesterday
Merge from livestock_digestion_boost
Yesterday
Cleanup
Yesterday
Merge fixes Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage) Animals eat a booster item from the trough over any other item
Yesterday
Merge from main (sketchy merge, need to revert any behaviour changes)
Yesterday
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
Yesterday
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable Saves 0.1ms when firing the AK
Yesterday
Merge from hardcore_changes_nov_26
Yesterday
Reduced the amount of pooled pilot codelock 200 -> 25 Keylock 1 -> 50
Yesterday
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
Yesterday
Reduced the amount of pooled ballista projectiles 100 -> 3
Yesterday
Modified hardcore upkeep values Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite Vanilla: 0.1/0.15/0.2/0.33 Old Hardcore: 0.2/0.3/0.4/0.66 New hardcore: 0.1/0.15/0.25/0.4 New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5