reporust_rebootcancel

136,978 Commits over 4,474 Days - 1.28cph!

Today
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
Today
merge from bootstrap_optims
Today
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
Today
Update: rewrite ToStreamForNetwork to be thread safe - EntityMemoryStreamPool is now a concurrent queue Now, theoretically, we just throw it at threads and drink champagne Tests: craggy, built a base and checked decay timer
Today
Descent save fix
Today
Update: initialize every SaveInfo with ThreadSafeTime.TakeSnapshot - also removed some jobs 2 code I missed previously Tests: on craggy rode a horse, built a base, checked decay timer was updating as I added/removed resources
Today
Deploy animation added to pool set
Today
updated sculpting menu items
Today
merge from main
Today
merge from main
Today
Bugfix: avoid multiple BuildingPrivilege.CalculateProtectedMinutes calls in a frame for 1 entity Atomic latch wasn't correctly checking if it was updating from an old value only, so we could CompareExchange(1,1,1) and pass Tests: none
Today
merge from menuwarmup_editor_optims
Today
assign new pedestal for gui
Today
Added PrefabInformation to Satellite.entity for death screen. Setup name, no icon to use yet.
Today
Merge from satellite_crash
Today
Manifest
Today
Fixed home's hero video init issue when using no menu warmup mode
Today
Added Disable Game UI editor pref, disables the game ui (don't need it sometimes when working on main menu stuff) Saves around a sec
Today
reduced block size to fit pedestal better
Today
Merge from playermaintainedmonuments
Today
Added Disable Dev Tools Warmup editor pref, skips the dev tools tabs warmup until first opened Saves ~0.3s when entering playmode
Today
Disable menu ui warmup editor pref now skips instantiation of the menu pages completely, they get created on first navigation instead Saves ~2.5 seconds when entering playmode, without disabling the menu ui completely (at the expense of stalls when opening the menu tabs for the first time)
Yesterday
world model for masterkey, LODs and collision
Yesterday
merge from main
Yesterday
Adding master key viewmodel rig
Yesterday
Merge from reyclebin_storage
Yesterday
Static check
Yesterday
Pool table view model turn animation updates + adding extra idle poses and stepping anims
Yesterday
merge from main
Yesterday
Removed the shader level setting under the graphics settings as it is no longer in use
Yesterday
merge from main
Yesterday
Fix more compile errors
Yesterday
Fix server compile issues and bad shader merge
Yesterday
Fix TerrainAlphaScanner compile error
Yesterday
Merge from main
Yesterday
Remove shader debug pragma
Yesterday
Fix holes rendering an extra instance
Yesterday
Merge from main
Yesterday
Merge from vm_attachment_swap_fix
Yesterday
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
Yesterday
Setup holes on foundations just for testing
Yesterday
Update SoftMask static constructor to use unity's TypeCache lookup structure instead of iterating over every type in every assembly Was taking 3.5s every domain reload, now takes 4ms Editor only, still iterates over every assembly in a build (but only on boot)
Yesterday
Terrain sample optimisations and toggles for testing, use vertex sampling for biome and normals, cull layer samples more aggresively, and use max layer only for parallax
Yesterday
Add compatibility with old Terrain_AlphaMap, switch back to old alpha map for now
Yesterday
Satellite stuff WIP
Yesterday
game_room_dlc -> main
Yesterday
Compile fixes
Yesterday
Pool: - Add test sounds when hitting cue - Add test sounds when pool balls hit each other
Yesterday
Fix oil rig switch turning off when server restarts S2P oil rig Will require fresh server wipe
Yesterday
pool: - sound effect on mounting