reporust_rebootcancel

132,111 Commits over 4,262 Days - 1.29cph!

Yesterday
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
Yesterday
removed old movement/bullet blocker setup and other cleanup
Yesterday
Ensure indicator pops up in every circumstance (at least with bans)
Yesterday
- Simplify Notifications indiciator between saves - Add partial to GrowableHeatSource - Codegen
Yesterday
stopped some unecessary cube marching enqueues when placed
Yesterday
boat_planner_icon_fix -> main
Yesterday
Fix the 'boat planner' icon having green shadows
Yesterday
Added space station building skin video
Yesterday
main -> notifications_indicator_fix_2
Yesterday
Cherrypick 139564
Yesterday
snapping_corner_nre_fix -> main
Yesterday
merge from main
Yesterday
merge from censoring
Yesterday
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
Yesterday
Fix deployable snapping corner hit NRE
Yesterday
Reduced ocean scale when the deep sea is about to wipe
Yesterday
fixed wrong physics mesh assignment and server compile errors
Yesterday
Mannequin and MInigunammoBackpack repose
Yesterday
merge from naval_update
Yesterday
merge from main
Yesterday
merge from settings_fixes
Yesterday
Fixed outdated convar values in graphics preset, causing the preset to always show as "Custom" (shader LOD, shadow cascades)
Yesterday
Fixed graphics preset custom editor errors after the localisation changes
Yesterday
Fixed missing graphics preset in the settings menu
Yesterday
Twitch rivals flag reposed
Yesterday
separate collision mesh generation from visual, still works assigning the same mesh to both - lets us have consistent collision between censoredsigns being enabled/disabled
Yesterday
Merge: from main
Yesterday
Merge from naval_update
Yesterday
Merge from naval_missions
Yesterday
Re packing prefab for m92 rig
Yesterday
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
Yesterday
Updating m92 prefab with new rig
Yesterday
Merge from editor_shader
Yesterday
Also allow concrete, sandbags and stone barricade in the deep sea
Yesterday
merge from naval_update
Yesterday
Fix GetUnmountedWaterFactor NRE
Yesterday
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
Yesterday
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
Yesterday
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost) Point hull square and hull triangle to it.
Yesterday
Fix incorrect edgeFlags, rotation, and flipped border meshes
Yesterday
Merge from boat_health
Yesterday
Add vertex colours toggle to editing UI
Yesterday
Merge from naval_update
Yesterday
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
2 Days Ago
Merge from main
2 Days Ago
Merge from naval_update
2 Days Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
2 Days Ago
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
2 Days Ago
Merge from relationship_optim
2 Days Ago
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it Doesn't have Add or Remove methods as it only reads the list Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion