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125,756 Commits over 4,109 Days - 1.28cph!

2 Months Ago
Possible NRE fixes for vine mountable (no known repro)
2 Months Ago
Found a duplicate camera
2 Months Ago
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
2 Months Ago
Ensure child classes of SyncVar are picked up in SyncVar Codegen Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
2 Months Ago
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
2 Months Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
2 Months Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
2 Months Ago
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
2 Months Ago
Conditional sync vars now force sending. We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed. Invoking force prevents us from having to maintain a dictionary of values for every entity
2 Months Ago
Server -> Client Syncvars properly syncing up via a fixed repeating queue Cancel repeating invoke on entity destroy Bitmask setup as a uint - 32 sync vars max per class
2 Months Ago
Remove graphics.viewModelCamera convar, will be forced to true Left all code in place in case we need to roll it back
2 Months Ago
Progress on weather fog levels.
2 Months Ago
add way to override weather profile with live editing support
2 Months Ago
Move FogMultiplier to WeatherPreset
2 Months Ago
Can press R to rotate floor and ceiling paper before placement New deploy guide mesh
2 Months Ago
merge from main - RC
2 Months Ago
merge from coco_protection
2 Months Ago
Wall window
2 Months Ago
Doorway
2 Months Ago
Fix croc not being able to attack dpv, boogie board, kayak and rowboats
2 Months Ago
Fix croc trying to attack cars and shelters with no success
2 Months Ago
Floor. Additional placeholder building station prefab.
2 Months Ago
Fixed stray coco knight head and glove protections
2 Months Ago
merge from main
2 Months Ago
fix for camera offset when deploying jungle ak viewmodel
2 Months Ago
Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
2 Months Ago
Low wall, low barrier
2 Months Ago
Bugfix: fix missing callstacks - Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch - Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set - Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc). Tests: unit tests + perf test
2 Months Ago
Remove corner pieces
2 Months Ago
Allow chatting while using a computer station Fix chat immediately reopening sometimes (when in the computer station?) Remove some allocations related to closing the chat input and input within dialogs
2 Months Ago
Triangle hull and wall test pieces.
2 Months Ago
Added wallpaper to all foundation and floor prefabs
2 Months Ago
Merge from main
2 Months Ago
Update: initial stack gathering support for allocs in Continuous mode - using release libs based on d48bcf49, with hardcoded stack gathering for now Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated. Tests: none Profiling shows
2 Months Ago
Fixed bullet blood not playing on awake. Fixed its missing material Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
2 Months Ago
▋▌▄▍▊▋▇▄▆_▆▇▉_▇▋▆▋▊▆▌_▄▇▇▉█▅▄▋▅ -> ▇▋▉▍
2 Months Ago
▆▅▋▅▅▊▋▉ ▇▉▅▇▄▆▍▇▄▍▌, ██ ▉▊▋▆▋▉▋ ▊▉▍▆▆█
2 Months Ago
Subtractive merge (120559 & 120558)
2 Months Ago
replaced the vine mesh with an updated version on viewmodel vine rig
2 Months Ago
World changes
2 Months Ago
High quality compression settings
2 Months Ago
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
2 Months Ago
Made waterworld for testing
2 Months Ago
Merge from indirect_lighting_fixes
2 Months Ago
main ➡️ naval_update
2 Months Ago
Hull_square test
2 Months Ago
Merge from indirect_lighting_fixes
2 Months Ago
Merge from main
2 Months Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions