reporust_rebootcancel

131,832 Commits over 4,262 Days - 1.29cph!

Yesterday
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents - we have a lot more of these with boats now
Yesterday
naval_update -> mountedturrets_fixes (broken everything)
Yesterday
Merge from naval_update
Yesterday
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
Yesterday
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
Yesterday
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Yesterday
naval_update -> mountedturret_fixes
Yesterday
merge from deepsea_disabled_fix
Yesterday
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
Yesterday
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
Yesterday
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Yesterday
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
Yesterday
fixed skinning issues
Yesterday
Merge from naval_update, revert oilrig scientists
Yesterday
Merge from revert_oildrig_scientists
Yesterday
Convared the distance within players wake up boat scientist AI
Yesterday
merge from spacestation_storepages
Yesterday
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
Yesterday
Use old scientists on both oilrigs
Yesterday
ai.npc_spawn_on_deep_sea_islands default to false
Yesterday
Added Water Bucket Refresh Viewmodel and Worldmodel
Yesterday
Added Water Bucket Textures Setup Water Bucket Materials
Yesterday
Setup Water Bucket Refresh Folder Structure
Yesterday
added in lewis's much better space station building skin cover images
Yesterday
space station media for store - not hooked up yet. Space station icon hooked up to sitem
Yesterday
Fixing cannon mesh loops
Yesterday
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
Yesterday
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
Yesterday
Optim: TriggerParent - cache ToBaseEntity calls Best case they cost us a hash-lookup + alive checks, worst case - hierarchy traversal. We can make do with alive checks only. Tests: built a boat and rode it, put it in edit and reconstructed a foundation
Yesterday
increased culling distance of recycler
Yesterday
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
Yesterday
Update: don't requiry parent exclusion trigger Tests: none, trivial change
Yesterday
Merge: from main
Yesterday
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
Yesterday
Perform application of the motion list transforms in a job for better performance
Yesterday
Merge from main
Yesterday
cannonball explosion sounds and flight loop
Yesterday
Merge from indirect_instancing (also force-disables it for non developers)
Yesterday
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Yesterday
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
Yesterday
Boost visibility of display back elements
Yesterday
Merge from main (to pull in mac_foliage_tearing_fix)
Yesterday
Ammo display llight now works again, and apply fade in to light intensity on deploy
Yesterday
Merge from mac_foliage_tearing_fix
Yesterday
Rebase on /main
Yesterday
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
Yesterday
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission - Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission - Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
Yesterday
Cherrypick 50cal fixes
Yesterday
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Yesterday
Added NPC and vehicle breakdown to deepsea.printentitycount