reporust_rebootcancel

132,175 Commits over 4,262 Days - 1.29cph!

network_profiler_improvements -> main
Display in/out simple bytes in MB
Today
Reduce SailPositionInfluence
Today
merge from naval_update
Today
merge from naval_update/deep_sea
Today
LOD0 of scrap component box
Today
merge from naval_update/deep_sea/islandspawning_fixes
Today
Enable Indirect Instancing by default
Today
Profiling
Today
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Today
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
Today
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
Today
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
Today
Fixed some allocations
Today
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
network_profiler_improvements -> main
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities) - Added entity search bars - Can filter via entity in detailed view
Today
Fix world model outlines not displaying when using skip domain reload.
Today
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Today
Still heavily wip, run the watermap jobs from burst.
Today
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
Today
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
Merge from space_station_weapon_skin
Today
Update: hook up PersistentObjectQueue as well - consolidate work scheduling to AddTo-/RemoveFromActiveTriggers - fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already) Just the most complicated version left - custom queue with jobs Tests: jumped on and off from moving boat
Merge from lr300_mag_drop
- Some dynamic sizing so the profiler plays better on smaller screen sizes - Add large overall scroll view, so we can scroll around the main view if its too small
Yesterday
added new sounds for the salvaged axe
Yesterday
merge from cargo_ladder_fix
Yesterday
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.
Yesterday
component armour box
Yesterday
Updating paintball gun qorld model rig with new mesh
Yesterday
merge from entity_label_fixes 🏷️
Yesterday
Updating paintball gin hierarchy
Yesterday
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
Yesterday
Run entity label clean tool Run manifest Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
Yesterday
Fix bug causing incorrect labels for some entities
Yesterday
Adding crude gesture v4 anim fbxs
Yesterday
setting up paintball gun 3p animations
Yesterday
Update: hooked up the crude queue, added server var - partial codegen (Grid<T> borkage) - Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache Can move on to other queue impls Tests: craggy, toggled default and batched mode
Yesterday
merge from main
Yesterday
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
Yesterday
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself Fixes ghost ship loot respawning on server restarts S2P all islands again, missed some spawn groups that were still disabling save
Yesterday
Paintball Gun - added more tape to hopper
Yesterday
merge from main to fix playmode
Yesterday
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
Yesterday
update from main
Yesterday
Merge: from main
Yesterday
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
Yesterday
fixed isredirect of on rpg so it now skins back to rocket launcher