reporust_rebootcancel

127,468 Commits over 4,201 Days - 1.26cph!

20 Days Ago
merge from satdish_puzzle
20 Days Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
20 Days Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
20 Days Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
20 Days Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
20 Days Ago
More spawning
20 Days Ago
merge from modding_cui_merges -> main
20 Days Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
20 Days Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
20 Days Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
20 Days Ago
merge from main -> modding_cui_merges
20 Days Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
20 Days Ago
merge from fix_puzzle_reset_analytics -> main
20 Days Ago
Fix puzzle analytics having "Submit()" commented out. whoops
20 Days Ago
Spawning
21 Days Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
21 Days Ago
merge from main -> test_effect_quality
21 Days Ago
Codegen
21 Days Ago
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
21 Days Ago
Finalized sculpt
21 Days Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
21 Days Ago
Fix NRE in Indirect Instancing debug overlay
21 Days Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
21 Days Ago
Buoys spawned closed to the entrance portal Some cleanup, baseline for climate effects when crossing the portals
21 Days Ago
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
21 Days Ago
Make username optional field since it's not included anymore
21 Days Ago
Optimize turret & TC to use HashSet<ulong> instead of List<PlayerNameID> - makes it faster for them to check auth - protobuf data still uses PlayerNameID but only saves steam id for backwards compatability
22 Days Ago
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22 Days Ago
22 Days Ago
Apply oil rig changes via S2P Add support for different sounds for large/small oil rig
22 Days Ago
Merge cleanup
22 Days Ago
Merge from main
22 Days Ago
merge from naval_update/island_scenes
22 Days Ago
merge from main
22 Days Ago
Optimize BasePlayer.FindById() since it's used throughout the codebase - add Dictionary<ulong,BasePlayer> for online & offline players - speed up string search methods by first seeing if the string is a steam id & calling FindById() methods first
22 Days Ago
chainsaw sound updates
22 Days Ago
updated viewmodels anims, re-designed animator
22 Days Ago
extend_menu_loadingscreen -> main
22 Days Ago
logs
22 Days Ago
extend_menu_loadingscreen -> main
22 Days Ago
Add 'finalising' step to the main menu loading screen (only the very first one), this masks any final extra processing steps that are required and helps shield the user from a bad stutter We were showing the menu slightly too early before processing was fully complete
22 Days Ago
prioritise_premium_community_2 -> main
22 Days Ago
Only show prioritise premium if the browser can even support it Ensure it only works for the official category
22 Days Ago
twitch_modal_dash_support -> main
22 Days Ago
Support loading twitch drop campaign image from the dash Load when first starting up the menu
22 Days Ago
server_browser_budgeting -> main
22 Days Ago
Use a stopwatch to check how long we are taking on the current ServerCacheQuery batch, if over 2ms then yield for the next frame, or continuously allow processing up to 50 elements per time This (in reality) results in a constant overhead of 4ms until the results are processed rather than a single lag spike. I think its better and can be tuned a bit more in future by just upping the budget By the time you've click the server browser a few seconds have passed and most of the queue is empty anyway
22 Days Ago
Drop match ServerInfo creation batch size from 500 to 50, and use Task.Yield() rather than delay