reporust_rebootcancel

129,387 Commits over 4,232 Days - 1.27cph!

Yesterday
That's all folks
Yesterday
Almost done...
Yesterday
Even more...
Yesterday
More...
Yesterday
More...
Yesterday
Some more...
Yesterday
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Yesterday
merge from directional_foliage_displacement
Yesterday
merge from puzzle_reset_hotfix
Yesterday
merge from sort_fixes
Yesterday
merge from fix_terrain_nametags
Yesterday
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Yesterday
Fix displacement clamping
Yesterday
matrix optimized texture rez pass
Yesterday
Uploading in multiple parts because plastic can't handle... multiple files
Yesterday
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Yesterday
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
Yesterday
Merge from main
Yesterday
Merge from main_merge_10_nov
Yesterday
Protobuf, code gen, phrases
Yesterday
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
Yesterday
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
Yesterday
Merge from naval update
Yesterday
First draft of a network profiler. Featuring: - Simple packet stats - Advanced stats (entity name, packet size, timestamp etc) - Filtering via timestamp, name, type, direction, realms - Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets
Yesterday
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
Yesterday
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Yesterday
compile error
Yesterday
Store: - RPC inbound/outbound - SyncVar inbound/outbound - PackedSyncVar inbound/outbound - Effect inbound/outbound Missed some metrics here and there, but critically I've managed to grab the id its going to for each one
Yesterday
Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
Yesterday
Fallback to using the radiation reset zone as the bounds check for AIZ monuments if it's a rad monument Fixes arctic not resetting as it's reset bounds is way bigger than the monument and the resulting rad volume
Yesterday
Setup data structures to store more detailed packet information, this will be stored and handled locally rather than being sent off for analytics. Data will be stored in a big ass circular buffer that we can then sort through to do the analytics. These include: - Basic data we stored before (byte size, type, etc) - Associated entity with the packet - Optional full packet data - Timestamp
Yesterday
Merge from main
Yesterday
Started adding descriptions to all the existing tests, + some cleanup
Yesterday
CargoShip.UpdateMovement NRE fix
2 Days Ago
More NRE fixes - lods were swapping before seat ref was established
2 Days Ago
2 Days Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
2 Days Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
3 Days Ago
Hat light improvements and optimizations.
3 Days Ago
Birthday cake candle flame always points up and reacts to movement. The game is good now.
3 Days Ago
Comments and cleanup
4 Days Ago
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
4 Days Ago
Support custom colours for balloon particle pop FX
4 Days Ago
Paintball Gun - Viewmodel, ammo model, bake
4 Days Ago
balloon pack steam item and hooked up item definitions to unlock
4 Days Ago
turret_head_animations -> naval_update
4 Days Ago
Another compile fix
4 Days Ago
Fixed compile errors
4 Days Ago
removed anim events sfx from m4 shotgun idle anim
4 Days Ago
turret_head_animations -> naval_update