reporust_rebootcancel

137,612 Commits over 4,474 Days - 1.28cph!

Yesterday
Flyover and curve experiment
Yesterday
merge from f1menu_blur_fix
Yesterday
Crash site remains terrain alignment test
Yesterday
airfield S2P
Yesterday
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
Yesterday
Added variants of the control panel models for airfield with screen glass and screen depth, prefabs. Modified the airdrop and chinook prefabs with the new models, pushed World UI elements into the screens volume
Yesterday
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
Yesterday
Optim: inline segment storage and strip all ConcurrentQueue logic My previous estimate of 10% degradation was off - it actually was 6ms vs 3.5ms. With these changes I consistently get 4ms for AllocDeallocMTShortLived(32,False) perf test - 15% loss, still acceptable Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
Yesterday
tweaks to stone block materials to make edges more visible
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
Yesterday
Update powergrid convars - Add convar for overriding which power stage green recyclers return to their full efficiency - Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights - powergrid.status now displays the required number of fuses for each stage
Yesterday
Debug log time remaining and phase. Tweaks
Yesterday
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
Yesterday
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
Yesterday
syncvar_ornateframe_initialiser_fix -> main
Yesterday
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
Yesterday
Merge: from main
Yesterday
Merge: from main Random Editor crash seems to be gone on latest
Yesterday
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
Yesterday
final grid resolution set for rock sculpture
Yesterday
Clamp descent seconds so phase 2 is always full
Yesterday
wip/test
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Rock sculpting pedestal - LODs
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
Update recycler offline english string
Yesterday
small gizmo and editor command fixes
Yesterday
Optim: use an over capacity segment to avoid segment churn This keeps GC activity at 0. Perf seems 10% worse than Fuzzy, but it's acceptable. Though there's a bug somewhere. Tests: AllocDeallocMTShortLived(32,False) perf test
Yesterday
- Improved red recycler activation feedback - Ran S2P
Yesterday
Trajectory debug draw
Yesterday
merge from menu_close_blur_fix
Yesterday
Alpha fitter tool for automated alpha map processing to replace holes
Yesterday
jukebox - updated icon
Rin
Yesterday
Merge from satellite_crash
Rin
Yesterday
Satellite crash harvest and Satellite crate loot pass
Yesterday
jukebox - updated emission lighting texture on the jukebox with refined pass
Yesterday
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
Yesterday
Support non-instanced terrain holes when using a unique mesh instead of holeshape
Rin
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Remove an unused 2mb texture from the chicken coop UI
Yesterday
Boilerplate for animal breeding, triggered via console commands for now
Yesterday
Better transition if animal starts moving while grazing is ending
Yesterday
Jukebox - Updated textures, removed old textures, updated materials
Yesterday
Merge from main
Yesterday
Nudge the air drop freq button over slightly
Yesterday
Merge from airfield_maintainable_features
Yesterday
Clean up the airfield debug convars
Yesterday
Fixed Pressbutton_compact animation not working Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge Enabled on both airfield terminals, triggered via a new button on the terminal