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123,375 Commits over 4,171 Days - 1.23cph!

6 Days Ago
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6 Days Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
6 Days Ago
Remove alloc in ExtractMesh
6 Days Ago
enabled shadows on sleeping bag model
6 Days Ago
rename and reorganise media
6 Days Ago
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6 Days Ago
Phrases
6 Days Ago
Add more media for exhibit pack
6 Days Ago
Check for storage adaptor too
6 Days Ago
Merge from naval_update
6 Days Ago
subtract Attackheli_Buildvolume 129549
6 Days Ago
merge from string_light_batching_crash
6 Days Ago
merge from decor_lighting_dlc
6 Days Ago
merge from spotlight_research/Chandelier_power
6 Days Ago
Merge from deep_sea
6 Days Ago
6 Days Ago
Fixed incorrect pickup message
6 Days Ago
Fix wall cabinet being able to be picked up when locked
6 Days Ago
Fixed the ceiling light top bleed Fixed secondary light being a different color Removed distance flare (not used for player spawned stuff) Slightly lowered LOD cull distances as they were carried from some static lights. Small polish on light/shadow settings.
6 Days Ago
6 Days Ago
Merge from naval_update
6 Days Ago
Merge from main
6 Days Ago
set fabric and leather beanbags to give same recycle output as chair
6 Days Ago
Turned shadow casting off floating walkway kits to improve perf
6 Days Ago
changed leather beanbag pickup from fabric to leather
6 Days Ago
Updated mannequin part paths
6 Days Ago
Fix label TC auth not working properly when the player has no building priv
6 Days Ago
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them. This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile. - Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
6 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: PlayerCache can no longer desync when disabling UsePlayerUpdateJobs - Optim: removed couple extra allocs in UsePlayerUpdateJobs 2 Tests: ran unit tests + bunch of disable-enable of UsePlayerUpdateJobs in local session
6 Days Ago
Merge: from main
6 Days Ago
Bugfix: invalidate all non-null managed objects - Previously it allowed for UnityNull objects to be skipped, leading to desync of StableObjectCache Tests: ran PlayerCacheTests.StressTest - it now passes
6 Days Ago
Update: ammend PlayerCacheTests.StressTest to trigger cleanup causing desync with StableObjectCache Tests: ran test, failing as expected
6 Days Ago
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6 Days Ago
Fixed clipping issue with life ring
6 Days Ago
Optim: UsePlayerUpdateJobs 2 - get rid of ExecutionContext copies when aggregating tasks in SendEntitySnapshots and -WithChildren Tests: none, trivial change
6 Days Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
6 Days Ago
Add culling based on distance
6 Days Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
6 Days Ago
small engine blockout for modular boats
6 Days Ago
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
6 Days Ago
Rebase on /main 🤞🏻
6 Days Ago
Optimise laser beams by moving them to jobs
6 Days Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
6 Days Ago
PT Boat Naming Update