reporust_rebootcancel

137,363 Commits over 4,352 Days - 1.32cph!

3 Days Ago
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3 Days Ago
Override terrain texture globals with nearest deepsea island
3 Days Ago
Added simple IK solver, allow us to lean and shift the pelvis on slopes without going full crazy with LegsAnimator Increased the speed at which we align with the ground, feels better and seems to help reduce collision damage at high speeds
3 Days Ago
- Swap SendModelState over to a dirty system. Only update if dirty instead of every tick. - Included properly in save/load for players joining network range SendModelState was running every player tick. This was using 54 bytes per player per tick. The player was wastefully saving/loading this information as well (but not all of it, only some of it) This was also expensive ms wise on the server - this will cut it back
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
3 Days Ago
fix EmissionToggle with indirect instancing
3 Days Ago
fix EmissionScaledByLight with indirect instancing
3 Days Ago
Update the rest of the codebase (where applicable) to use the shared HttpClient over their own separate instances - analytics - rust+ - nexus - store Only difference is it supplies a user agent & supports compression
3 Days Ago
Another artifical temperature safety check
3 Days Ago
Point the serverlist to the new HttpClient
3 Days Ago
Create single shared HttpClient inside WebUtil
3 Days Ago
Animation tweaks pass, added slight body lean when turning Fixed wheel collider having some weird residual angular velocity
3 Days Ago
Raise launch site so its terrain has room to be lowered into the hole (added Tools/Terrain/Raise Terrain for this) Added an option to SceneToPrefab which automatically lowers the heightmap inside of terrain holes to where colliders are SceneToPrefab will save the heightmap as a separate asset that only the prefab references
3 Days Ago
manifest_size_optimizations -> server_browser_optimizations
3 Days Ago
fix_server_browser_compression -> server_browser_optimizations (2)
3 Days Ago
fix_server_browser_compression -> server_browser_optimizations
3 Days Ago
server_side_list_filters -> server_browser_optimizations
3 Days Ago
Empty servers are now excluded from the API response rather than filtered out by the client
3 Days Ago
Compile fix
3 Days Ago
Cannon anim update and blend fix
3 Days Ago
Fix divesites spawning under boats
3 Days Ago
Updated meshes, previous meshes were exported with Embeded media turned on and were huge in size.
3 Days Ago
apartment lights prefab updates
3 Days Ago
merge from boxes_dlc
3 Days Ago
merge from boxes_resource_refactor missing commit message: "refactored box resources for better GC and consistency over network save/load"
3 Days Ago
Add command to refresh server list manually (for testing download)
3 Days Ago
Fix seed not being applied to weather preset selection/order correctly
3 Days Ago
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
3 Days Ago
merge from main
3 Days Ago
Swap logic check round for the cache isOn
3 Days Ago
Try/Catch instead of just rawdogging it
3 Days Ago
- Grab banned servers only when cache is set to false - Seperate banned servers into its own class seperate from the manifest - Wire a nice await before refreshing currently opened brwoser into the server browser page
3 Days Ago
culling mode set to animate all on salvaged axe viewmodel prefab
3 Days Ago
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
3 Days Ago
Fix animals and naval scientists only fleeing or being passive
3 Days Ago
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
3 Days Ago
Fix path not logging to vddraw, fix animals always fleeing
3 Days Ago
Phrase update
3 Days Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
3 Days Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
3 Days Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
3 Days Ago
Fix animals running in circles
3 Days Ago
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
3 Days Ago
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3 Days Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
3 Days Ago
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)