reporust_rebootcancel

156,908 Commits over 4,566 Days - 1.43cph!

Yesterday
Cleaned up building priv cache vs vis tests
Yesterday
Merge from main
Yesterday
update from main
Rin
Yesterday
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Yesterday
Merge from neon_sfx_occluded
Yesterday
Neon sign sounds are now occluded Had to adjust their volume slightly
Yesterday
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Yesterday
Merge from solar_explosive_fix
Yesterday
Fixed attached explosives getting scaled incorrectly on the solar panel
Yesterday
Merge from spray_reskin_atlas_fix
Yesterday
Fixed incorrect material replacement when using the spraycan to reskin the double door at low quality
Yesterday
Fixed chainlink gate speed opening 2x slower
Yesterday
Merge from mount_size_changes
Yesterday
Cleanup
Yesterday
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
Yesterday
Merge from OreNodeNetworkFix
Yesterday
Merge from WeaponRackFlamethrower
Yesterday
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Yesterday
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Yesterday
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.
Yesterday
Merge from terrain_config_load
Yesterday
Possibly fixed terrain configs not loading in a demo
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
merge from buildingprivilege_cache
Yesterday
Cleanup
Yesterday
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Yesterday
Reordered the check so bases with no TC are cheaper
Yesterday
Convared the vehicle and entity privilege changes under buildingmanager.privilegecache
Yesterday
Building privilege tests
Yesterday
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
Yesterday
nailgun skinnable initial setup
Yesterday
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
Yesterday
merge from main
Yesterday
Optimize server startup time by 24s (254s -> 230s) by using HashSet to check for duplicate player models
Yesterday
Added coconuts to small_a, small_b, small_c and med_a
Yesterday
Sort the cells oldest first
Yesterday
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
2 Days Ago
LightGroupAtTime optimization pass
2 Days Ago
Merge from livestock_animals, fix regression and red test
2 Days Ago
Fix regression caught by Led_TwoInSingleFile_StandSideBySide test
2 Days Ago
- 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
2 Days Ago
On livestock, stop using syncvars for things that should not be broadcasted to all clients, instead use protobuf
2 Days Ago
Created a coconut lootspawn and additional prefab. Added to palm_tree_tropical_small_b for testing
2 Days Ago
Attempt at global building privilege cache, using a simple grid holding all the building blocks + a collider test on the winning block, because triangles and roofs have bounds larger than their colliders Thats enough to remove the Vis Entities call and keep the same precision. Works on the client and the server In a big base, 575 blocks around me: 4.60ms -> ~0.50ms
Rin
2 Days Ago
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2 Days Ago
Fix livestock not using trough when any grass is present, after current overgrazing rework Now eat less food the more grass there is in the pen, but still eats food, and grass only is less filling
3 Days Ago
Fix test attribute