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132,252 Commits over 4,262 Days - 1.29cph!

Yesterday
Fixed drone accessibility not showing up for NPC vendors. Had to adjust all NPC Vending Machine prefabs and S2P the following: - Stables - Fishing Villages - Bandit - Outpost
Yesterday
merge from main
Yesterday
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Yesterday
Kill deep sea if water system is null
Yesterday
player_head_stuck_fix_2 -> main
Yesterday
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
Yesterday
merge from lastplayed_sorting_fix
Yesterday
Fix sorting by "last played" not working correctly in the server browser
Yesterday
merge from naval_update
Yesterday
Fixed gingerbread softside ceiling wallpaper always showing the default skin
Yesterday
merge from gingerbread_wallpaper_fix
Yesterday
windturbine_lod_fix -> main
Yesterday
Fixed Windturbine having a super low LOD range Rebalanced to let us see wind turbines further (taking advantage of now batching)
Yesterday
missed some bolts
Yesterday
mountplayersync_ai_bypass -> main (yolo)
Yesterday
mountplayersync_ai_bypass -> main
Yesterday
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Yesterday
hot_reload_1.13.13 -> main
Yesterday
Update HotReload to 1.13.13
Yesterday
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Yesterday
Paintball Gun - split viewmodel weapon and ammo meshes
Yesterday
Formatting
Yesterday
Removed the deep sea top collider, so supply drop cant get stuck
Yesterday
merge from naval_update
Yesterday
set up paintball gun 3p and w model anims
Yesterday
Also show the current health in boat building UI to make it more obvious if you need to repair
Yesterday
Paintball Gun - viewmodel texture update
Yesterday
network_profiler_improvements -> main
Yesterday
Display in/out simple bytes in MB
Yesterday
Reduce SailPositionInfluence
Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
LOD0 of scrap component box
Yesterday
merge from naval_update/deep_sea/islandspawning_fixes
Yesterday
Yesterday
Enable Indirect Instancing by default
Yesterday
Profiling
Yesterday
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Yesterday
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
Yesterday
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
Yesterday
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
Yesterday
Fixed some allocations
Yesterday
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
Yesterday
network_profiler_improvements -> main
Yesterday
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities) - Added entity search bars - Can filter via entity in detailed view
Yesterday
Fix world model outlines not displaying when using skip domain reload.
Yesterday
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Yesterday
Still heavily wip, run the watermap jobs from burst.
Yesterday
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
Yesterday
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery