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133,815 Commits over 4,293 Days - 1.30cph!

7 Days Ago
removed hand fidgeting from vm paintball gun idle animation
7 Days Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
7 Days Ago
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands. No longer clips through the base plane, with under-world foliage looking all hacky and bad.
7 Days Ago
Tests: OcclusionGroupTests - add players that spawn as sleepers or dead I assumed newly connected players always spawn as sleepers, but that's wrong - could explain an active NRE. Tests: ran unit tests (most still borked)
7 Days Ago
Updating paddle anims to loop
7 Days Ago
Fixing sit shooting poses with incorrect settings
7 Days Ago
Picture frames - fixed scrap frame materials and updated paintable textures
7 Days Ago
Merge from naval_update
7 Days Ago
Switched server to custom build 2022.3.41x1
7 Days Ago
Final'ish, sans shore fog code fix.
7 Days Ago
Merge from main
7 Days Ago
Merge from naval_update
7 Days Ago
created paintball gun 3p jog and run anims and assigned to holdtype controller
7 Days Ago
Salvaged Cleaver weapon refresh animation polish pass
7 Days Ago
merge from indirect_instancing
7 Days Ago
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
7 Days Ago
Icon manifest updated, localization updated
7 Days Ago
scrap box adjusted box script type to display, added panel title, attached anchors
7 Days Ago
metal box added icon file, added panel title, added icon component to prefab, updated item file
7 Days Ago
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
7 Days Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
7 Days Ago
Merge from main
7 Days Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
7 Days Ago
Merge from io_budgets
7 Days Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
7 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
7 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
7 Days Ago
Convert steering wheel to MeshLOD
7 Days Ago
Merge from door_alloc_fix
7 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
7 Days Ago
Merge from cctv_budget
7 Days Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
7 Days Ago
Subtract merge 140855
7 Days Ago
Merge from main
7 Days Ago
WIP on lightup frames
7 Days Ago
Add a null check in TriggerParent.CheckAllParenting
7 Days Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
7 Days Ago
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
7 Days Ago
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
7 Days Ago
initial comps box prefab setup. manifest
7 Days Ago
merge from naval_update
7 Days Ago
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
7 Days Ago
Clear deep sea shore vector data server side when the deep sea closes
7 Days Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
7 Days Ago
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
7 Days Ago
Apply the previous fix to the floating cities as well
8 Days Ago
Use temp job allocators for deep water checks
8 Days Ago
merge from artist_pack_dlc
8 Days Ago
merge from artist_dlc_ornate_frames -> parent branch
8 Days Ago
rehide large ornate frame item, fix labels