reporust_rebootcancel

157,238 Commits over 4,566 Days - 1.43cph!

Today
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame
Today
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Terrain diffuse base pyramid disable
Today
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Merge from main
Today
Merge from Animal_Jumping
Today
Fixed picking up mushrooms not showing the total owned in the pickup notice
Today
merge from optimize_upkeep_multiplier -> main
Today
Cherrypicked 168066 "Can't use the frankenstein table if building blocked"
Today
Can't use the frankenstein table if building blocked
Today
merge from frankensteintable_priv
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
Today
merge from aipoint_strip
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Today
merge from cliffs_heightcollider_fix
Today
Fixed some traincar variants not playing any SFX when destroyed/gibbed
Today
simplified meshes on a lot of scrap king building components to accomodate revised textures, fixed lod0>lod1 mismatches across a bunch, fixed culling on corners
Today
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
Today
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map I had ~6500 of these enabled on a proc gen map
Today
Refactor + cleanup
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Today
Remove leftover log in RotaryGunCylinderViewmodelComponent
Today
merge from pool_review
Today
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
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Today
Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
Today
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
Today
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
Today
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
Today
Fixed the codelock on frankenstein table appearing underneath the table on the floor
Today
Tests
Today
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Today
Update demos to read the new batched packet format
Today
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
Today
merge from deepsea_unloading
Today
Merge from hemp_colour_swap
Today
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
Today
Cleanup, fixes
Today
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
Merge from main
Today
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
Today
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Today
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
Brigthened the room lighting slightly
Today
Fixed deep sea spamming tree spawned RPCs to all players when opening
Today
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
Today
Deleted unsuded ghost ship population asset
Today
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session