reporust_rebootcancel

106,697 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
1 Year Ago
merge from main
1 Year Ago
merge from dungeon_despawn_fix
1 Year Ago
fixed airdrop timer
1 Year Ago
ClearAllEntitiesInRadius uses Vis.Entities
1 Year Ago
AnyPlayersInside uses BaseNetworkable.HasCloseConnections
1 Year Ago
merge from dungeon_despawn_fix
1 Year Ago
ClearAllEntitiesInRadius checks IsValid ClearAllEntitiesInRadius doesn't set blockBagDrop on entities that are already destroyed Q: Is there a reason this cannot use Vis.Entities?
1 Year Ago
merge from dungeon_despawn_fix
1 Year Ago
merge from main
1 Year Ago
Fixed airdrop not working
1 Year Ago
Optimization: Vector3.Distance -> sqrMagnitude
1 Year Ago
Fixed edge case where ClearAllEntitiesInRadius would not return entity list to pool
1 Year Ago
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1 Year Ago
Split client & server metrics + compile fixes
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Backups: Timelines, animations, unsaved scenes
1 Year Ago
Backups: Scene prefabs, skeletons, materials and cam anims
1 Year Ago
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1 Year Ago
Protobuf fix after merge Codegen and manifest
1 Year Ago
Disable inheriting network groups on the elevator lift entity
1 Year Ago
Re-enable underground layers for network groups
1 Year Ago
Merge from industrial
1 Year Ago
Fixed combiner showing incorrect IO information in inventory
1 Year Ago
merge from xmas_2022
1 Year Ago
Cherry-pick windmill collider fix
1 Year Ago
Fixed windmills having two copies of their collider, one on the wrong layer
1 Year Ago
slower radiation gradient for gingerbread tunnels default tunnel lifetime doubled
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from nexus
1 Year Ago
Merge from main
1 Year Ago
show condition in ui
1 Year Ago
Merge from industrial
1 Year Ago
Merge from main
1 Year Ago
Added more graphics settings
1 Year Ago
Include every graphics setting
1 Year Ago
Potential water catcher changes to improve server performance on long water catcher chains: When a water catcher is going to generate water, check to see if we can find the eventual destination of that water and instead deposit the water there instead. This involves skipping the in-between catchers in a chain to prevent each catcher getting turned on as it receives water and then getting turned off as it passes the water on. This eliminates a lot of IO overhead as each activation/deactivation involves a nework update for the entity
1 Year Ago
Merge from xmas_2022
1 Year Ago
Comment only, after doing some performance testing
1 Year Ago
Merge Main -> PhysicsLayerRevamp
1 Year Ago
Instead of doing the Impostor camera culling layer switch in ImposterRenderer, turn Impostors on and off via PreProcess in the Imposter scripts instead
1 Year Ago
fix snowball gun inventory handling sounds
1 Year Ago
reapply present drop open/close sounds
1 Year Ago
candy cave entrance ambience