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129,247 Commits over 4,232 Days - 1.27cph!

2 Days Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
2 Days Ago
Fixed position offset on the front turret
2 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
2 Days Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
2 Days Ago
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
2 Days Ago
merge from boat_building
2 Days Ago
Fixed realm removes after object rework
2 Days Ago
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
2 Days Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
2 Days Ago
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
2 Days Ago
test mesh add
2 Days Ago
merge from server_occlusion_height_fix
2 Days Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
2 Days Ago
Animation pass on the rear 50cal
2 Days Ago
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
2 Days Ago
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
2 Days Ago
part 2
2 Days Ago
texture and material updates
2 Days Ago
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
2 Days Ago
merge from main
2 Days Ago
cleanup
2 Days Ago
deployable easel
2 Days Ago
trying to make sense of shit code I wrote a year ago
2 Days Ago
edited 3p chainsaw harvesting anim and reset tranlation in its entity
2 Days Ago
Fix client compile error
2 Days Ago
atlas A textures and mat
2 Days Ago
merge from green_hazmat
2 Days Ago
merge from storepage_fixes
2 Days Ago
Update: introduce BaseEntity.ServerNavMeshPos property and use it instead of the methods Incomplete work(need to expose transform matrices), will return after bugfixing Tests: none
2 Days Ago
Fixed various lighting issues within the lit and deferred lighting shaders within RRP
2 Days Ago
Merge from naval_update
2 Days Ago
- NPC dialogue panel no longer appears clickable when clicking does nothing - Improvements for resetting some objective types, setup for the deep sea islands and floating city missions. Affected objectives will no longer appear as complete if you no longer meet their complete criteria - Add 'blockReset' to objective statuses. Used to block objectives from resetting themselves if they are auto completed by another objective - Moved mission point for floating city to be the a zeroed child transform of Casino Barge - Map markers now get updated immediately upon opening and closing map - Fix SpeakWith objective types showing pings outside of the tutorial - SpeakWithTargetNPC now properly updates the objective location - Objective ShouldShowOnMap now also checks if prerequisite objectives are met - Objectives now check if prerequisite objectives are met before marking themselves as started - Fix missions list in map sometimes not showing active missions - Fix rotation of map mission marker for the deep sea entrance portal - Cache update map markers delegate
2 Days Ago
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2 Days Ago
Fix call order when BBS dies, so FinishBuilding can actually work
2 Days Ago
Try and finish building any boat before killing it.
2 Days Ago
Destroy any boat construction when the platform gets destroyed
2 Days Ago
Fixed store page footer canvas staying active when closed
2 Days Ago
edited flashlight refresh anims
2 Days Ago
merge from boat_building
2 Days Ago
Merge from parent
2 Days Ago
removed batching scripts from cargoship prefab
2 Days Ago
subtract 136367
3 Days Ago
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
3 Days Ago
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.) When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
3 Days Ago
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
3 Days Ago
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
3 Days Ago
turret_head_animations -> naval_update
3 Days Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
3 Days Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
3 Days Ago
Yaw needs to be set as well due to where our animation starts