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110,893 Commits over 3,897 Days - 1.19cph!

9 Days Ago
Compute foliage placement prototyping
9 Days Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
9 Days Ago
Shield Texture sizes
9 Days Ago
in-editor carving test setup improvements
9 Days Ago
vertex sharing at generation time
9 Days Ago
primitive -> Aux2
9 Days Ago
- Tie prevent building layers on bridges to the bones instead - Allow animation bones to exist on the server
9 Days Ago
Bugfix: don't double up threads in bin viewer Also got lucky and captured a snapshot in editor where frames weren't properly aligned. Tests: opened an existing snapshot, saw no duplicate threads
9 Days Ago
- Oversize prevent building triggers - Each Drawbridge handles its own prevent building area
9 Days Ago
- Ensured correct wheel type is used for the right hand side of the tower - Removed unused LOD4
9 Days Ago
Merge from clean_and_generate_codegen
9 Days Ago
Change reload detection method
9 Days Ago
- Texture Resize Fire Extinguisher
9 Days Ago
-Ballista Texture Resize
Rin
9 Days Ago
Added baseball bat description
9 Days Ago
Manually import generated code assets after clean and build to prevent any additional processing steps the next time you tab out/back to Unity. Simplify the whole process now I've fixed this issue.
9 Days Ago
Fix quick craft button showing number of crafting tasks instead of number of items crafting Fix quick craft middle mouse crafting 5 items individually instead of 1 group of 5x items
9 Days Ago
Fixed decal mats on battering ram hardware, re-added decal component, deleted duplicate generated mat
9 Days Ago
merge from fix_copy_paste_admin_ddraw -> main
9 Days Ago
Fix pos1 & pos2 not requiring admin perms - provides no benefit, just ddraws a box in 3d space
9 Days Ago
setup detail layer for damage on ram materials
9 Days Ago
merge from fix_io_handle_flickering -> main
9 Days Ago
merge from fix_copy_paste_conditions -> main
9 Days Ago
Fix copy paste not updating conditional models (like roofs)
9 Days Ago
Fix Timer (and other IO entities) flickering while looking at the IO port with a wire tool - could also kick you for RPC per second
9 Days Ago
Reverse fresnel stuff for Dayaan
10 Days Ago
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10 Days Ago
New: Editor viewer for binary profile snapshots - Very rudimentary, needs more work - Also added how many marks there are in a thread profile for binary snapshot export Reveals that I have a bug in binary exporter - looks like I double up the threads somewhere. Tests: opened a snapshot from the editor in the tool
10 Days Ago
primitive -> Aux2
10 Days Ago
pre-DX12 shelve
10 Days Ago
- Attempts to fix parenting on drawbridges - Wheel LOD fix
10 Days Ago
t1 smg viewmodel - Fixed left arm causing camera clipping issues when wearing some hazmats
10 Days Ago
- Ballista Gibs and material changes
10 Days Ago
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10 Days Ago
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10 Days Ago
Fixed side areas on constructable tower
10 Days Ago
Setup Siege Tower LODs 0-3
10 Days Ago
Update: Exposing binary exporter - Added missing features from ServerProfiler.Core - Can be triggered via profile.perfsnapshot last argument I need it to be able to investigate and fix hard-to-reproduce issues - hopefully it'll speed up the workflow. Tests: in Editor on craggy took a binary snapshot - it exported succesfully
10 Days Ago
Fixed some broken prevent building colliders
10 Days Ago
- Improved the siege tower collisions on stage changes - Removed invisible doorway colliders on constructable stages
10 Days Ago
Bugfix: don't access invalid memory when exporting Linux snapshot Same GCC vs MSVC issue in the native libs, but this time on Managed side (since I have a copy of these structs for name resolving purposes). Tests: Built a linux server, ran it on WSL and triggered a snapshot - it generated. But periodically select frames export incorrectly, investigating further
10 Days Ago
merge from garage_door_collider_optim
10 Days Ago
compile fix
10 Days Ago
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10 Days Ago
Order fix
10 Days Ago
Added a combined "Clean and Generate" Codegen option that seems to work (fixed a bunch of issues with it, but still testing)
10 Days Ago
added ClientIOLineParentClampedBounds to manage IO points on garage doors - actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
10 Days Ago
3p mini corssbow anims updated
10 Days Ago
split vm mini crossbow reload anim into 3 parts and removed skinned mesh arrows from its rig
10 Days Ago
gibs import settings change