reporust_rebootcancel

131,348 Commits over 4,262 Days - 1.28cph!

21 Days Ago
New: ServerProfiler can now dump raw binary of a managed method after JIT - using debug binary built from facc83cb Baby steps. No idea how to read it yet, and will need to explore how to control optimization levels. Tests: Exported Assembly-CSharp!BasePlayer::ServerUpdateParallel
21 Days Ago
Start by adding simple pool refilling - 0.1ms per frame creating prefabs until each pool is full - keep list of partially full pools, loop through them in order
21 Days Ago
Fix print_prefabs having wrong order of columns (existing issue??)
21 Days Ago
Hackweek XIV FPV Drone - Added drone, changed movement to mouse based pitch and roll, removed item container support, changed sound pitch, general flight model adjustments
21 Days Ago
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
21 Days Ago
Merge from boat_building
21 Days Ago
Merge from more_auth
21 Days Ago
Can now set lock code from edit mode
21 Days Ago
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
21 Days Ago
Re-enable auto auth on place back to steering wheel
21 Days Ago
Renamed some prefabs, folders
21 Days Ago
Bunch more auth work, fixes and UI option consistency.
21 Days Ago
Started on the item tab
21 Days Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
21 Days Ago
Power mannequins to change their pose
21 Days Ago
Padding and layout fixes
21 Days Ago
Added RobotoMono-Bold
21 Days Ago
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
21 Days Ago
Fixed RobotoMono material fuckery
21 Days Ago
Burlap shoes repose/lods - added female prefab
21 Days Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
21 Days Ago
Console menu navigation
21 Days Ago
Ninja suit repose
21 Days Ago
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
21 Days Ago
- Can now pass a radius to debug.puzzlereset, or not to reset all puzzles like before - Fix the command not working from the server console
21 Days Ago
Removed save file name from Craggy's GameSetup
21 Days Ago
Developer tool nav bar buttons
21 Days Ago
Client compile fix
21 Days Ago
- Added RPC name under the info section of RPC packets - Added global filters for server/client realms - Added packet type breakdown of the top packets - Clean restyle of the net graph
21 Days Ago
Command block tests
21 Days Ago
Added the old console to the new developer tool prefab for now
21 Days Ago
Added indirect instancing for the ballpit spheres
21 Days Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
21 Days Ago
Baseline, bootstrap spawns EngineUI2
21 Days Ago
Merging fpbuild related changes to main branch
21 Days Ago
Add a network graph
21 Days Ago
Setting up EngineUI2_DeveloperTools prefab
21 Days Ago
Implemented a simplified version of the ball pit physics in a test scene
21 Days Ago
Auto auth player on placing steering wheel
21 Days Ago
console tools
21 Days Ago
21 Days Ago
Burlap shirt repose/lods
21 Days Ago
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21 Days Ago
plastic please
21 Days Ago
Renamed the prefabs
21 Days Ago
easel lods