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121,172 Commits over 4,018 Days - 1.26cph!

2 Months Ago
manual merge from cookingv2/meat #6 114426
2 Months Ago
manual merge from cookingv2/meat #5 114423
2 Months Ago
manual merge from cookingv2/meat #4 114422
2 Months Ago
manual merge from cookingv2/meat #3 114419
2 Months Ago
manual merge from cookingv2/meat #2
2 Months Ago
manual merge from cookingv2/meat #1
2 Months Ago
reduced all meat textures to be no bigger than 512x512
2 Months Ago
player_preview fixes
2 Months Ago
removed placeholder items from craggy
2 Months Ago
updated existing prefabs
2 Months Ago
overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
2 Months Ago
Missed Bee Grenade Texture Files
2 Months Ago
Work In Progress of Bee Grenade Material setup
2 Months Ago
missing files
2 Months Ago
added meshes and materials for all new meat items, sss profiles
2 Months Ago
Correct eye bone positions/skinning on all current player seeds
2 Months Ago
merge from autoturret_servertick_optim
2 Months Ago
Toggle the client warning zone trigger based on the peacekeeper flag Set the exclude layers
2 Months Ago
Strip the massive target detection trigger from the client Set the exclude layers
2 Months Ago
merge from building_privilege_cache
2 Months Ago
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2 Months Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
2 Months Ago
Longer clientside building priv cache when holding a wire tool + some optims
2 Months Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
2 Months Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
2 Months Ago
merge from autoturret_servertick_optim
2 Months Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
2 Months Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
2 Months Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
2 Months Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
2 Months Ago
Build troubleshooting
2 Months Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
2 Months Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
2 Months Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
2 Months Ago
Beeswarm FX with notes.
2 Months Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
2 Months Ago
Added clothing to vertical slice loadout
2 Months Ago
merge from main -> aux2
2 Months Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
2 Months Ago
Scientist Suits V4 rig
2 Months Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
2 Months Ago
viewmodel prefab updates
2 Months Ago
slight shift in torch trans y entity position
2 Months Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
2 Months Ago
Merge: from main Tests: none, no conflicts
2 Months Ago
merge from main
2 Months Ago
IsBuildingBlockedByVehicle merge fix
2 Months Ago
Merge from app_skip_field