reporust_rebootcancel

153,419 Commits over 4,536 Days - 1.41cph!

Today
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
Today
Re-render all sandbag deployables for consistent appearance.
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
Today
Setup icon rendering. Render icons for new sandbags.
Today
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
Today
Adding squirrel rig
Today
Merge from main
Today
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
Today
New sandbag variations unlock with original / BP button fix.
Today
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
Today
separate critter FSM to different budgeted work queue, with lower frametime
Today
More work on random room C - plus wire/pipe pass
Today
Missed file
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
Today
merging 3p arrows not hiding fix
Today
merge from main
Today
Unfucking ifdefs
Today
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
Made ferry terminal loot room functional with power grid
Today
More setup
Today
Enabled graphics jobs on Mac Switched graphics jobs to Split
Today
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Today
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Today
Fix for 3p_bow not hiding the arrow mesh on the server
Today
Updates to all weapon anim controllers to match convention
First pass procedural cow pattern shader
Today
merge from Livestock_animals
ladders merge
Ferry terminal power grid loot room
Today
Add items, link em up.
Today
More navmesh and path following optis: - Disable navmesh carving completely when new navmesh is enabled, we still had its overhead - Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow - During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path - Add telemetry to new navmesh
Today
Merge from main
Today
Cow eat animations to include trough variants
Today
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
Today
Fix compile error in ConsoleSystem
Today
Fix missing #if SERVER directing to gate navbakestats
Today
Fix compile error with url in "none" compile mode
Today
Merge: from main
Today
merge from ai_hotfixes_for_monument_blocker_patch
Today
Subtract the subtract
Today
Update gate bounds
Today
Tooling to switch to the testbed steam app in editor
Today
merge from main
Today
merge from main
Today
halloween door wreath deploy guide fix, also fixed easter door wreath too. Deploy guide sound fix on string lights. Pickup fix on halloween door wreath
Today
Subtract 163412 new_navmesh_fixes
Today
Some UI bits
Today
More sensible placeholder crafting costs
Today
Debris removal. Set wood protection instead of stone.
Today
Fixed gibs