reporust_rebootcancel

158,030 Commits over 4,566 Days - 1.44cph!

10 Months Ago
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10 Months Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
10 Months Ago
merge from fix_foundation_clipping_rocks -> main
10 Months Ago
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now - made the relevant antihack convars replicated
10 Months Ago
merge from clearinventory_clothingchanged_fix
10 Months Ago
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10 Months Ago
Emission texture & mat for the deep sea buoy.
10 Months Ago
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
10 Months Ago
merge from custom_icon_pooling_fix
10 Months Ago
Fixed a pooling bug with custom item icons
10 Months Ago
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
10 Months Ago
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10 Months Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
10 Months Ago
Fixed slightly floating crate on docks
10 Months Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
10 Months Ago
merge from main -> fix_foundation_clipping_rocks
10 Months Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
10 Months Ago
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10 Months Ago
travelling_vendor_spawn_prechecks -> main
10 Months Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
10 Months Ago
Hooked up missing canvas materials
10 Months Ago
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10 Months Ago
codegen
10 Months Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
10 Months Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
10 Months Ago
merge from main
10 Months Ago
sign_painting_ui_escape -> main
10 Months Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
10 Months Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
10 Months Ago
autoturret_improvements -> main
10 Months Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
10 Months Ago
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
10 Months Ago
fixed a floating junkpile in excavator_yaw prefab excavator S2P
10 Months Ago
Remove RTVoice again
10 Months Ago
Corpse setup for scrap component box
10 Months Ago
main -> autoturret_improvements
10 Months Ago
Some deep sea cleanup and pool leak fixes
10 Months Ago
Merge from naval_update
10 Months Ago
Fixed NRE when no results are loaded Fixed Clear Result button not working Load default test list path by default
10 Months Ago
Fix player models continuing to play animations in demos when paused.
10 Months Ago
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10 Months Ago
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10 Months Ago
Map marker edit UI now appears above fog of war
10 Months Ago
Merge from naval_update
10 Months Ago
Merge from main
10 Months Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
10 Months Ago
Merge from main
10 Months Ago
Inventory null check in Mailbox
10 Months Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
10 Months Ago
Only calculate position and scale once in ImpostorBatching