reporust_rebootcancel

155,937 Commits over 4,566 Days - 1.42cph!

6 Hours Ago
Update: ignore auth messages if already authed Tests: using a temp servervar triggered reauth while on Craggy - got rejected
6 Hours Ago
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6 Hours Ago
Fix after merge
Today
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Increase livestock lead break distance from 7 to 15m, show familiarity and gender by default
Today
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Today
Add logging to memsnap commands - indicate if you are on a release builds and they won't work (keep the commands listed though instead of removing them) - log a message after they run - print to server console / logfile / rcon if the dump worked
Today
merge from main -> qol_loadout_inventory_preview
Today
Split sensitivity per axis
Today
Merge from main
Today
Merge from pre_merge_review
Today
When opening the map, only rebuild the mission provider states when they changed, saves ~100ms when opening the map on my machine
Today
Fix broken test
Today
merge from main
Today
merge from halloweencostume
Today
Cache LookAtBoatBuildingBlock action so it doesnt allocate every frame
Today
Added a log in the console when you're trying to connect to a server with Disable Game UI enabled
Today
Rework livestock personal space - free range cows stop reproducing even if fully bonded when herd reach a cap - indoor / pen cows, navmesh flood fill to get their exact area in m2, and derive the need directly off that, so that all cows shows the same thing and it's stable / reacts directly to players doing building changes (it's also cheaper that what we are doing now, as we don't need to re-query just check the cache) - this gives fast feedback and stays stable over time, so players get a better idea of if something they are doing is working or not
Today
InvokeHandler use cached method name for profiler samples, stops ~1KB/frame of string allocs in debug builds
Rin
Today
merge from livestock_animals/livestock_hotfixes
Rin
Today
merge from rrp_ui_grabpass
Rin
Today
merge from food_crafting_fix
Rin
Today
merge from wild_animal_sell_adjust
Rin
Today
merge from skim_fixes
Rin
Today
merge from render_pipeline_testing
Today
Moved the food category after electric in the crafting menu
Today
Increase sale penalty for bringing the livestock vendor a bought/found animal (0.2 -> 0.85)
Today
merge from main
Today
Right arm anim update on ROM
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Today
Add RRP path for flare shader using correct light buffers
Today
Merge from main
Today
Fix UI backgrounds missing from blur for UI dialog prefabs (codelock, rename sleeping bag and more)
Today
Converted the world setup prefab to be a hierarchy Much easier to modify and parse, works with unity search tools and doesn't lag our pc's with the world longest inspector Updated all of the scenes with a modified version of the world setup prefab so their should be no change in functionality (this mostly affected dev tests like the vine swinging map, travelling vendor map, etc) Disabling a component gameobject will now skip that procedural step, so deleting chunks of the setup should no longer be needed Deleted the old procedural map test tool, it's no longer needed due to this change Script for the conversions is at shelf 17387, not committed as it should only be needed once
Today
Fixed incorrect mips and filtering on the sleeping bag compass pie menu icons Also did a little cleanup in SleepingBag.cs
Today
Fix death screen appearing the first time you enter a server in softcore (you should be spawned straight to the beach on first join)
Rin
Today
Fix not being able to research animal fence & gate via research table
Today
Allow milk stacking if the skim timer is within 1m Allow milk skimming to work even if Server.foodSpoiling convar is off
Yesterday
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Rin
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Rin
Yesterday
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Rin
Yesterday
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Rin
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Yesterday
Tweak scrap heli dismount points so it doesnt always dismount you on the front
Yesterday
merge from main
2 Days Ago
Make cows actually line up with troughs to eat + play the correct animation Make a system so that we can align any animal with props without turn in place (maybe handy for cars mounting/unmounting?)
2 Days Ago
Optimize path following further following Daniel's leads: - support full batching, serial path no longer needed even if some NPCs can swim or open doors, move requests are queued for next batch - better use of unity's TransformAccessArray to avoid native overhead (don't set to null, do not re-build every batch instead persistent w stable identities) - iterate forward instead of backward (ListHashSet is slower backward, + has RemoveUnordered so iterating backward to delete is not really needed) - skip IsUnityNull checks that's no longer needed