reporust_rebootcancel

139,396 Commits over 4,505 Days - 1.29cph!

Yesterday
Merge: from mt_snapshot_saving - Bugfix for HittableByTrain components not saving in Jobs 4 mode Tests: spawned a tall wooden barricade with Jobs 4 enabled
Yesterday
first pass on critter animals general setup starting with the frog 🐸
Yesterday
Bugfix: cache owner entity of HittableByTrains on init Avoids lookups while running SaveComponent Tests: spawned a wooden double barricade with jobs 4 enabled
Yesterday
Glass AR - fix for borked base color texture breaking ammo alpha clip
Yesterday
Removed lingering generator on hills_cliffs_small\rock_formation_small_d, added terrain footprint for v3_rock_formations_small\rock_formation_small_d
Yesterday
Terrain footprint for both variants of rock_formation_small_c
Yesterday
Terrain footprint for both variants of rock_formation_small_b
Yesterday
Terrain footprint for both variants of rock_formation_small_a
Yesterday
Merge: from main
Yesterday
Merge: from async_serveroccl_gen - Optim: 4.5k server occlusion grid now generates in 22s, down from 45s Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
Yesterday
- Experiment with rendering the icons live, so if i change race then or skin colour then in the face tab it will show the correct race/skin color. - Fix various bugs with the preview player model - Remove the dodgy debug text - Tabs auto match the sub category labels - More tooling for taking/adjusting icon shots
Yesterday
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils Tests: ran compile simulator
Yesterday
Fix corrupt hazmat suit item prefab
Yesterday
Merge from setflag_remove
Yesterday
Remove obsolete SetFlag and replace existing usages with the disposable pattern
Yesterday
exported edited flashlight refresh 3p anims and new vm admire anim
Yesterday
Merge: from main
Yesterday
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug Spent too long chasing non-existent domain reload ghosts Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
Yesterday
merge from main
Yesterday
Ladder bare variant
Yesterday
Ladder textures
Yesterday
merge from demo_ui_2
Yesterday
updated Seaturtle model with LODs.
Yesterday
Fix crashing when switching cameras, + error spam.
Yesterday
Glass AR - texture and material update, more tint adjustments
Yesterday
Fix scientist path success check being wrong (or instead of and)
Yesterday
added Satellite.static.entity
Yesterday
Fixed long names on the market terminal rendering over the sides
Yesterday
Setup the viewmodel drop animation that's been unused for years on various grenades
Yesterday
merge from main
Yesterday
merge from vehicle_pooling
2 Days Ago
helper class cleanup
2 Days Ago
merge from Sculpture_SmartAlarm
2 Days Ago
Reapplied sculpture radial wheel text fix, and a typo in the smart alarm text
2 Days Ago
Added seaturtle mesh and textures, set up material.
2 Days Ago
Slightly decreased size of fireplace.deployed's deploy volume to fix bug where you couldn't place the fireplace under an existing floor
2 Days Ago
merge from kriegchainsword_rack_fix
2 Days Ago
merge from Missing_clothing_worldmodels
2 Days Ago
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
2 Days Ago
merge from automated_testing
2 Days Ago
New automated test checking meshes used by monument blockers stage colliders are readable and don't import a material (will be stripped from server builds) Fix the 4 found issues
2 Days Ago
Remove the short "hold left stick button" delay before toggling run, feels much better instant.
2 Days Ago
dedicated world model for chainsaw reduced highlight draw from 3->1 and model highlight was actually broken
2 Days Ago
Bugfix: avoid out of bounds access in FindComponent<T> - also add editor ifdef guards for editor attribute Results array can be oversized, since we reuse it Tests: ran unit tests - pass
2 Days Ago
inlined the work of some jobs to stress the job system less, takes another 5s off the time - water evap/accumulate inlined - slope calculation inlined
2 Days Ago
Ladder LODs
2 Days Ago
merge from main
2 Days Ago
Cleanup
2 Days Ago
merge from Livestock_animals
2 Days Ago
reworked largest erosion job to use an inlined SoA view - reinterpret float array as a float4 in the loop, this lets you to get fully laned SIMD auto-vectorization without needing intrinsics original 47s erosion down to 29s with matching results