reporust_rebootcancel

157,385 Commits over 4,566 Days - 1.44cph!

3 Days Ago
Dont cut off the stir sound
3 Days Ago
merge from teleportlos_fix
3 Days Ago
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
3 Days Ago
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
3 Days Ago
Fix more pooling errors with biofuel generator
3 Days Ago
setup plague hazmat skin targets
3 Days Ago
Add SRP Batcher compatibility for BlendLayer, PackedMaskBlend and SnowArea variants
3 Days Ago
Make Specular and Cloth shaders BRG compatible. (And Wind too, technically, but the motion vector pass ruins it)
3 Days Ago
exported attach anims for grenade, fire crackers, beancan and flare, also exported attach grenade 3p test anim
3 Days Ago
Merge from sprint_metabolism
3 Days Ago
merge from build_error_cleanup
3 Days Ago
Reduced increased hunger/fluid cost while sprinting to +25%
3 Days Ago
fixed old mesh on scrap_king-wall_third
3 Days Ago
merge from main
3 Days Ago
Add throw effect to firecracker throw and drop anims, remove the screen shake effect
3 Days Ago
Fix opening a vehicle prefab in edit mode causing errors after recent change to disable pool.debug by default in editor
3 Days Ago
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3 Days Ago
Fix all instances of TriggerMovementSound having a collider on the wrong layer or trigger disabled S2P floating cities, islands, jungle ruins and zigg (no scene changes, feel free to stomp)
3 Days Ago
salvaged cleaver re-sisze - 3p (worldmodel) re-sized up to match pervious verison before the refresh - scaling removed from .worldmodel (was used to quickly fix being too small) - 3p anims updated with larger grip - pivot changed to base of model (to match previous position + the same 3p anim set if used for multiple weapons using this same pivot convention) - removed hacky offset in .entity to deal with above pivot issue
3 Days Ago
Fixed every graphic serializing an empty cull state event nothing listens to. Now created when getting a listener Drops ~40MB of managed memory for 141k graphics
3 Days Ago
Merge from mixingcooking_ui
3 Days Ago
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
3 Days Ago
Mixing table UI now only reorders recipe list when availability changes, fixes 4 UI layout changes a second. Remove previous LINQ usage, saves some allocs.
3 Days Ago
Dont allow player to use pt boat whilst restrained
3 Days Ago
Fixed downloaded workshop skin icons keeping a readable CPU copy, similar to 167894 Was around ~20MB RAM in-game for 15 icons
3 Days Ago
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3 Days Ago
Fixed every maskable graphic keeping its own corner scratch array Drops ~11MB of managed memory for 141k graphics
3 Days Ago
Ignore water hits on cannons, only play water splash instead of the full explosion.
3 Days Ago
merge from cannonball_ignore_waterhits
3 Days Ago
Fixed every TMP text keeping its own copy of the constant k_Power rounding table Drops 5MB of managed memory for 28k texts
3 Days Ago
Fixed selection history editor window repainting constantly
3 Days Ago
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3 Days Ago
Move headers inline per-section
3 Days Ago
Attempt 2 at fixing compute kernel lookup errors during builds
3 Days Ago
Perform BRG culling in a job
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
Fix terrain not rendering when instancing is active
3 Days Ago
merge from PlagueHazmat_Improvements
3 Days Ago
wip procedural animation-target skin constraint
3 Days Ago
Add toggle buttons per source, so you can toggle mixing table entries on/off for cooking workbench, etc. Search still searches across all categories, hidden or not. Pooling fixes. Layout tweaks.
3 Days Ago
merge from main
3 Days Ago
Merge from vcc
3 Days Ago
Store entity ID for position ticks in a 1000 sized cache - reduces entity ID from 8 -> 5 -> 2 bytes (8 now, would be ~5 with VarInt encoding, 2 bytes with index lookup) - also compresses the parent's network ID when parented - overkill just for network IDs but basically free since we also want to do lossy compression for positions - demos store the network ID lookup in the keyframes so it can skip forwards & backwards still - make batch position packets ordered now (not a big deal since they are way smaller than old ones and max one per server frame)
3 Days Ago
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame
3 Days Ago
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