reporust_rebootcancel

131,802 Commits over 4,262 Days - 1.29cph!

Yesterday
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
Yesterday
Update: don't requiry parent exclusion trigger Tests: none, trivial change
Yesterday
Merge: from main
Yesterday
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
Yesterday
Perform application of the motion list transforms in a job for better performance
Yesterday
Merge from main
Yesterday
cannonball explosion sounds and flight loop
Yesterday
Merge from indirect_instancing (also force-disables it for non developers)
Yesterday
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Yesterday
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
Yesterday
Boost visibility of display back elements
Yesterday
Merge from main (to pull in mac_foliage_tearing_fix)
Yesterday
Ammo display llight now works again, and apply fade in to light intensity on deploy
Yesterday
Merge from mac_foliage_tearing_fix
Yesterday
Rebase on /main
Yesterday
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
Yesterday
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission - Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission - Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
Yesterday
Cherrypick 50cal fixes
Yesterday
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Yesterday
Added NPC and vehicle breakdown to deepsea.printentitycount
Yesterday
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
Yesterday
Finished boats can be repaired with the hammer without entering edit mode. Player boats generate a dynamic BuildCost at creation, to be used for repair costs, based on the total number of blocks * block costs. Hammer repair logic now checks if an entity should be repaired via the parent. Eg hitting a boat block will repair the boat. Added BaseCombatEntity.ShouldRepairViaParent and BaseCombatEntity.GetRepairableParent.
Yesterday
merge from naval_update/islands_navmesh_fix
Yesterday
Removed a boat AI log
Yesterday
Fixed deep sea NPCSpawner never finding their island. We detach the children of the deep sea island to avoid issues with global network, so they couldn't find it NPC spawners are now properly waiting for the navmeshs to be generated before spawning
Yesterday
Wait for the deep sea to be entirely spawned before generating the islands navmesh. That gives some time for the dwellings to spawn, so they are carving the navmesh properly Fixes scientists phasing through dwellings
Yesterday
Merge from naval_update
Yesterday
Merge from nav_optimisation Bump radius to 200m just to be safe
Yesterday
Merge from naval_update
Yesterday
Update with new icons
Yesterday
Codegen
Yesterday
Codegen protobuf
Yesterday
merge from main -> fix_steam_nickname_bags
Yesterday
Fix pumpkin.wearable (was back to front)
Yesterday
added elite crates to ghost ships, rebalanced cannon damage against player boats
Yesterday
Fixed diving fins missing material
Yesterday
add graphics.atmospherefogdensityscale
Yesterday
merge from deepsea_portal_weather_fixes
Yesterday
another compile fix
Yesterday
Yesterday
merge from deepsea_portal_weather_fixes
Yesterday
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
Yesterday
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Yesterday
Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
Yesterday
merge from deepsea_demos_fixes
Yesterday
merge from main
Yesterday
Fixed climate not using the deep sea weather when playing demos in the deep sea
Yesterday
Fixed ocean material not switching to deep sea variant when playing demos in the deep sea
Yesterday
Fixed terrain config not switching to deep sea when playing demos
Yesterday
latex balloon better text conformity