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127,237 Commits over 4,201 Days - 1.26cph!

9 Days Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
10 Days Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
10 Days Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
10 Days Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
10 Days Ago
Fix NONE compile error in Shield.cs
10 Days Ago
merge from dynamic_occlusion_pausing -> main
10 Days Ago
Fix compile errors
10 Days Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
10 Days Ago
merge from industrial_pipe_batching -> main
10 Days Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
10 Days Ago
merge from industrial_pipe_batching -> main
10 Days Ago
Make `batch_industrial_pipes` a non-admin convar
10 Days Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
10 Days Ago
Slightly optimise command reordering
10 Days Ago
Jobified instance reordering
10 Days Ago
merge from optimize_sprinklers -> main
10 Days Ago
Fix compile error
10 Days Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
10 Days Ago
Fix compile errors
10 Days Ago
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
10 Days Ago
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
10 Days Ago
Merge from boat_building
10 Days Ago
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
10 Days Ago
RPG7 - Added baked viewmodel
10 Days Ago
Set dressing polish and some boosted bounce lighting in floating city 3
10 Days Ago
Added boat building station deployment guide prefab with latest artwork
10 Days Ago
Merge from boat_building
10 Days Ago
Merge from part_caching
10 Days Ago
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
10 Days Ago
Switch more stuff to using cached parts
10 Days Ago
Merge from parent
10 Days Ago
Re-add hull flag, set on hull blocks.
10 Days Ago
10 Days Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
10 Days Ago
Merge from main
10 Days Ago
Casino barge decks
10 Days Ago
added an elevator shaft to the casino roof in FC4
10 Days Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
10 Days Ago
raised security tower cover
10 Days Ago
level submit
10 Days Ago
Codegen
10 Days Ago
removed Deferred Mesh Decal script from mesh object parent
10 Days Ago
removed double LODing method on prefab causing errors
10 Days Ago
supply signs lods, collision
10 Days Ago
Casino LOD/COL/Prefab progress
10 Days Ago
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10 Days Ago
HLOD and s2p for floating city 3
10 Days Ago
Merge from main
10 Days Ago
Compile fix