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134,595 Commits over 4,324 Days - 1.30cph!

18 Days Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
18 Days Ago
Merge from main
18 Days Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
18 Days Ago
Merge from io_budgets
18 Days Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
18 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
18 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
18 Days Ago
Convert steering wheel to MeshLOD
18 Days Ago
Merge from door_alloc_fix
18 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
18 Days Ago
Merge from cctv_budget
18 Days Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
18 Days Ago
Subtract merge 140855
18 Days Ago
Merge from main
18 Days Ago
WIP on lightup frames
18 Days Ago
Add a null check in TriggerParent.CheckAllParenting
18 Days Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
18 Days Ago
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
18 Days Ago
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
18 Days Ago
initial comps box prefab setup. manifest
18 Days Ago
merge from naval_update
18 Days Ago
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
18 Days Ago
Clear deep sea shore vector data server side when the deep sea closes
18 Days Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
18 Days Ago
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
18 Days Ago
Apply the previous fix to the floating cities as well
18 Days Ago
Use temp job allocators for deep water checks
18 Days Ago
merge from artist_pack_dlc
18 Days Ago
merge from artist_dlc_ornate_frames -> parent branch
18 Days Ago
rehide large ornate frame item, fix labels
18 Days Ago
Picture Frames - shutter texture update
18 Days Ago
merge from artist_pack_dlc
18 Days Ago
clear cached easel fix
18 Days Ago
Picture Frames - shutter texture for scrap frames (WIP)
18 Days Ago
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
18 Days Ago
added new bed ambiences and wildlife to the islands
18 Days Ago
merge from main
18 Days Ago
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
18 Days Ago
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
18 Days Ago
Uzi Blockout
18 Days Ago
pushing_toast_fix -> main
18 Days Ago
Remove pushing toast log
18 Days Ago
cannon_clipping_fix -> main
18 Days Ago
Apply new cannon values to the camera head animation system
18 Days Ago
Merge from deploy_edit_menu_option
18 Days Ago
wood box game textures updated still wip
18 Days Ago
syncvar_inheritance_fix -> main
18 Days Ago
Paintball Gun - added conditional ammo meshes for worldmodel
18 Days Ago
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
18 Days Ago
Add more navmesh blocking volumes to oilrigs