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133,240 Commits over 4,293 Days - 1.29cph!

13 Minutes Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
3 Hours Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
3 Hours Ago
Convert steering wheel to MeshLOD
3 Hours Ago
Merge from door_alloc_fix
4 Hours Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
4 Hours Ago
Merge from cctv_budget
4 Hours Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
4 Hours Ago
Subtract merge 140855
5 Hours Ago
Merge from main
Today
WIP on lightup frames
Today
Add a null check in TriggerParent.CheckAllParenting
Today
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Today
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Today
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
Today
initial comps box prefab setup. manifest
Today
merge from naval_update
Today
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Today
Clear deep sea shore vector data server side when the deep sea closes
Today
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Today
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Today
Apply the previous fix to the floating cities as well
Today
Use temp job allocators for deep water checks
Today
merge from artist_pack_dlc
Today
merge from artist_dlc_ornate_frames -> parent branch
Today
rehide large ornate frame item, fix labels
Today
Picture Frames - shutter texture update
Today
merge from artist_pack_dlc
Today
clear cached easel fix
Today
Picture Frames - shutter texture for scrap frames (WIP)
Today
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
Today
added new bed ambiences and wildlife to the islands
Today
merge from main
Today
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
Today
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
Today
Uzi Blockout
pushing_toast_fix -> main
Remove pushing toast log
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system
Today
Merge from deploy_edit_menu_option
Today
wood box game textures updated still wip
syncvar_inheritance_fix -> main
Today
Paintball Gun - added conditional ammo meshes for worldmodel
Today
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Today
Add more navmesh blocking volumes to oilrigs
Today
Fix scientists dying spontaneously when patrolling
Today
Add "too far from shore" error message when trying to place BBS... too far from the shore.
Today
Updated descriptions for some naval items
Today
Disable deploy & edit option if the player doesn't have the item. Add description text stating the item is required, you must be stationary and not in the deep sea. Refactor some related functionality/checks so I can add clientside error toasts for other factors going forward.
Today
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk) Reset playable graph state on disable to hopefully fix more pooling issues.