reporust_rebootcancel

156,713 Commits over 4,566 Days - 1.43cph!

Today
Merge from render_pipeline_testing
Today
merge from buildingprivilege_cache
Today
Comment
Today
Fixed regression with player boat privs when using the cache
Today
merge from gate_speed_fix
Today
Cleaned up building priv cache vs vis tests
Today
Merge from main
Today
update from main
Rin
Today
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Today
Merge from neon_sfx_occluded
Today
Neon sign sounds are now occluded Had to adjust their volume slightly
Today
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Today
Merge from solar_explosive_fix
Today
Fixed attached explosives getting scaled incorrectly on the solar panel
Today
Merge from spray_reskin_atlas_fix
Today
Fixed incorrect material replacement when using the spraycan to reskin the double door at low quality
Today
Fixed chainlink gate speed opening 2x slower
Today
Merge from mount_size_changes
Today
Cleanup
Today
NPC mount points can now specify a size and overlaps - so a large mount point could overlap other mount points and make them inaccessible Added a new, single large mount point to the 2 module flatbed that overlaps the two existing small mount points Prevents being able to mount two cows to large flatbed, still allows two sheep to be loaded
Today
Merge from OreNodeNetworkFix
Today
Merge from WeaponRackFlamethrower
Today
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Today
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Today
Fixed error spam on ultra-wide screens with the nailgun, paintball gun and bowless crossbow viewmodels. Small rounding errors in the viewmodel sway/bob were snowballing each frame until Unity rejected the rotation. No visual change, just trying for a clean console.
Today
Merge from terrain_config_load
Today
Possibly fixed terrain configs not loading in a demo
Today
Merge from main
Today
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Today
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Today
merge from buildingprivilege_cache
Today
Cleanup
Today
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Today
Reordered the check so bases with no TC are cheaper
Today
Convared the vehicle and entity privilege changes under buildingmanager.privilegecache
Today
Building privilege tests
Today
Legacy shelters, vehicles and boat building stations no longer use Vis queries Same base same spot: GetVehicleBuildingPrivilege 0.34ms -> 0.01ms GetEntityBuildingPrivilege 0.84ms -> ~0
Today
nailgun skinnable initial setup
Today
Optimize server startup time by 72s (230s -> 158s) by fetching the spawnables only once instead of doing it for each of the 100 spawn populations
Today
merge from main
Today
Optimize server startup time by 24s (254s -> 230s) by using HashSet to check for duplicate player models
Today
Added coconuts to small_a, small_b, small_c and med_a
Today
Sort the cells oldest first
Today
Store each blocks bound centre and net id in the grid so: - blocks out of the query radius are skipped without a dictionary lookup - the age check doesnt read every block from memory Only run HasColliderWithinSphere when the block bounds aren't entirely inside the search sphere Around 0.09ms for GetBuildingPrivilege in that same base, same spot
Today
LightGroupAtTime optimization pass
Yesterday
Merge from livestock_animals, fix regression and red test
Yesterday
Fix regression caught by Led_TwoInSingleFile_StandSideBySide test
Yesterday
- Skip the bounds check for blocks that aren't older than the current best block - Visit the cell you're standing in first Skips a lot of work when standing in the core or middle of a base
Yesterday
On livestock, stop using syncvars for things that should not be broadcasted to all clients, instead use protobuf