reporust_rebootcancel

156,685 Commits over 4,566 Days - 1.43cph!

4 Days Ago
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4 Days Ago
Don't build quadtree for spawn distributions that feed in a zero length array
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FSM now binds all state / transitions "owner" on the first SetState, instead of lazily
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Reimplement the tile based version of spawn distributions without the additional optimizations on top - still saves a large amount of memory (700MB vs 780MB before)
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Fixed an issue with the setting up the camera properties
4 Days Ago
pt_boat_turret_rewrite -> turret_viewmodel
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pt_boat_turret_rewrite -> main
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Reapply livestock petting on new branch Fix rotation not using the agent
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merge from threaded_error_cleanup
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Ensure the empt flag works
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Update Fleck (788a13c) Fixes ObjectDisposedException spam
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merge from main
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merge from storageboxbounds_fix
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merge from rocket_ragdoll_fix
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merge from triangle_block_isvisible_fix - stops splash damage being applied to triangle floors and frames through walls in some cases
4 Days Ago
Fix new navmesh stalls on main thread: - build ghost ships async - allow splitting work with more granularity to stay under the budget, else a megabase navmesh tile can go way over, we need to split individual colliders of a tile - cache ToBaseEntity, as it's expensive
4 Days Ago
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4 Days Ago
Make cows more intuitive and clear: - simplify cow ownership, you buy a cow it's yours, it eats at your trough it's yours now, no bond needed (only for leading), nobody can steal a lead from the owner, cows with no owner can't breed - UI shows owner - cows don't die from old age anymore, crowding is the only death, starved animals lie at 1 hp and get up when food is available again - cows can buffer up to 3 charges of milk to reduce micromanagement - UI shows milk cooldown / charges - overgrazing mechanic removed, replaced with simple grass need (it just checks if each cow has at least one foundation worth of grass in the pen) - cows can eat any food a horse can - if all fails, cows will teleport food from the trough to their belly (should be rare, just to prevent cows blocking other cows from eating despite the queue system) - UI shows pregnancy status, father, remaining time, cooldown after birth - UI shows how long the food / water in the trough will last given the number of cows using it (both on the trough UI, and on the cow UI) - cow names are not picked based on the server players language, but on the cow owner language, wild cows have no names and get one with their first owner (you won't have herds of foreign cows with names you may not be able to read, unless you steal them) - separate frame budgets for scientists, animals and livestock: too many livestock can't slow down scientists and animals anymore, only slow down livestock on the server - (in another previous changelist) personal space is same for all cows in herd, it doesn't fluctuate unless barn changes - (in another previous changelist) free range cows stop breeding when herd size reaches 9 (no crazy outbreak after leaving 2 cows outside)
4 Days Ago
- Fix PT turret ammo refilling on restart (caused by rewrite) - Fix toast being removed - Fix being able to show reload animation for other types of ammo - Fix reload animation playing after dismounting mid reload
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Fix cows clipping through walls, causing their head to stick out of buildings
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Add ObjectDispatcher wrapper
4 Days Ago
Small Random Room B - Generic - WIP
4 Days Ago
Updated RRP to use the new RenderGraph API
4 Days Ago
vending_ui_fixes -> main
4 Days Ago
Fix 'add sell order' exceeding stack size
4 Days Ago
Fix always showing 1x when hovering over things in the vending ui
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merge from main
4 Days Ago
electronic chessboard; - ran manifest and localization - ms texture
4 Days Ago
electronic chessboard; - textures updated - prefab updated - icon updated - converted to metalsmooth for transmission benifits - updated skins
4 Days Ago
merge from flexvirtualscroll_optim
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merge from uicompass_optim
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boomerang_damage_fix -> main
4 Days Ago
Fix boomerang not doing any real damage to BaseNPC2
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scrap king - updated colliders
4 Days Ago
Small Cleanups
4 Days Ago
Merge from render_pipeline_testing
4 Days Ago
Moved the projection reset for the jitter code to happen before culling as it caused an issue where it would reset the physical camera projection matrix incorrectly
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Stop most server projectiles from colliding with the Ragdoll layer. Fixes shooting a rocket near a dead body and it exploding mid air because the collider on the server was in a position the client couldn't see
4 Days Ago
pt_boat_turret_rewrite -> turret_viewmodels
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Revert CodeGen
4 Days Ago
CodeGen
4 Days Ago
Merge from terrain_config_load
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Compile fix
4 Days Ago
pt_boat_turret_rewrite -> main