reporust_rebootcancel

111,232 Commits over 3,928 Days - 1.18cph!

3 Months Ago
3 Months Ago
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3 Months Ago
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
3 Months Ago
Clean: Removing a couple TODOs - Not doing vehicle specific streaming logic as 4.5k world grid gets streamed in less than a second - removing old TODO since my change implements it Tests: none, trivial change
3 Months Ago
Added setlocalplayervisible client admin command
3 Months Ago
Update: Budget every tree-cell send On Procgen 4.5k map from a save sending one cell can take 0.25ms - this change should smooth out the cost further. Tests: Booted on craggy, confirmed that player recieved all cells.
3 Months Ago
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them - Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this) Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
3 Months Ago
Updated Meta Files
3 Months Ago
merge from physics_horses
3 Months Ago
merge from main
3 Months Ago
merge from RF_optim
3 Months Ago
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3 Months Ago
Put counter text changes on the correct branch
3 Months Ago
Clean: forgot to save an extra comment Tests: none, trivial change
3 Months Ago
Update: replacing cell budget with a time-per-player budget - Setting this budget to 10micros initially This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds. Tests: Confirmed entire Craggy grid gets streamed to the player
3 Months Ago
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3 Months Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
3 Months Ago
Merge: from main Tests: none
3 Months Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
3 Months Ago
Fixed some placeholder stuff for gesture slots that are empty
3 Months Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
3 Months Ago
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3 Months Ago
Merge from main
3 Months Ago
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
3 Months Ago
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
3 Months Ago
Fixed large stables vendor getting killed on server restart
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
Apply distance checks to individual covers instead of cover groups
3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
merge from divesite_respawn_fix
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
3 Months Ago
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3 Months Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
3 Months Ago
Cookie mipmap glitch fix
3 Months Ago
new cookie & volumetrics on all projectors fixed consistency between 1p and 3p