reporust_rebootcancel

136,240 Commits over 4,324 Days - 1.31cph!

5 Months Ago
Merge from cinematic_play_fallback
5 Months Ago
merge from canvas_debug_command
5 Months Ago
Fixed debug.printanimators double names in the inactive row
5 Months Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
5 Months Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
5 Months Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
5 Months Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
5 Months Ago
Fix NONE compile error in Shield.cs
5 Months Ago
merge from dynamic_occlusion_pausing -> main
5 Months Ago
Fix compile errors
5 Months Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
5 Months Ago
merge from industrial_pipe_batching -> main
5 Months Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
5 Months Ago
merge from industrial_pipe_batching -> main
5 Months Ago
Make `batch_industrial_pipes` a non-admin convar
5 Months Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
5 Months Ago
Slightly optimise command reordering
5 Months Ago
Jobified instance reordering
5 Months Ago
merge from optimize_sprinklers -> main
5 Months Ago
Fix compile error
5 Months Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
5 Months Ago
Fix compile errors
5 Months Ago
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
5 Months Ago
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
5 Months Ago
Merge from boat_building
5 Months Ago
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
5 Months Ago
RPG7 - Added baked viewmodel
5 Months Ago
Set dressing polish and some boosted bounce lighting in floating city 3
5 Months Ago
Added boat building station deployment guide prefab with latest artwork
5 Months Ago
Merge from boat_building
5 Months Ago
Merge from part_caching
5 Months Ago
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
5 Months Ago
Switch more stuff to using cached parts
5 Months Ago
Merge from parent
5 Months Ago
Re-add hull flag, set on hull blocks.
5 Months Ago
5 Months Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
5 Months Ago
Merge from main
5 Months Ago
Casino barge decks
5 Months Ago
added an elevator shaft to the casino roof in FC4
5 Months Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
5 Months Ago
raised security tower cover
5 Months Ago
level submit
5 Months Ago
Codegen
5 Months Ago
removed Deferred Mesh Decal script from mesh object parent
5 Months Ago
removed double LODing method on prefab causing errors
5 Months Ago
supply signs lods, collision
5 Months Ago
Casino LOD/COL/Prefab progress
5 Months Ago
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