reporust_rebootcancel

117,489 Commits over 3,987 Days - 1.23cph!

21 Days Ago
Merge from crafting_update
21 Days Ago
Reapply hopper prefab changes, merge deleted a component somewhere
21 Days Ago
Merge from parent
21 Days Ago
Codegen
21 Days Ago
Merge from cookingv2
21 Days Ago
Adjusted prevent building on hopper, fixes being able to build a half height floor through a hopper mounted on a storage barrel
21 Days Ago
Added debug.clearPlayerModfiiers, clears all tea effects
21 Days Ago
Fixed chicken materials Remove old chicken rig from chicken prefabs (still in project, can remove next month)
21 Days Ago
Adjusted chicken coop deploy volume
21 Days Ago
Fixed being able to receive multiple skulls from a single corpse while the harvesting modifier is active
21 Days Ago
merge from faster_il2cpp_compilation -> main
21 Days Ago
Instead apply the IL2CPP arguments via `IPreprocessBuildWithReport` which allows you to override IL2CPP arguments per platform - only apply to windows
21 Days Ago
Revert the project wide IL2CPP arguments since it doesn't work on OSX with clang
21 Days Ago
merge from faster_il2cpp_compilation -> main
21 Days Ago
Pass argument to IL2CPP to increase number of cores Link.exe uses - reduces IL2CPP linking step by 22 min
21 Days Ago
fixed raw fish having incorrect material
21 Days Ago
relinked up small_junk human meat prefabs with new meat models and applied to underwater_labs module_1200x1200_4way_ladder prefab table and shelves
21 Days Ago
manual merge from cookingv2/meat #6 114426
21 Days Ago
manual merge from cookingv2/meat #5 114423
21 Days Ago
manual merge from cookingv2/meat #4 114422
21 Days Ago
manual merge from cookingv2/meat #3 114419
21 Days Ago
manual merge from cookingv2/meat #2
21 Days Ago
manual merge from cookingv2/meat #1
21 Days Ago
reduced all meat textures to be no bigger than 512x512
21 Days Ago
player_preview fixes
21 Days Ago
removed placeholder items from craggy
21 Days Ago
updated existing prefabs
21 Days Ago
overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
21 Days Ago
Missed Bee Grenade Texture Files
21 Days Ago
Work In Progress of Bee Grenade Material setup
22 Days Ago
missing files
22 Days Ago
added meshes and materials for all new meat items, sss profiles
22 Days Ago
Correct eye bone positions/skinning on all current player seeds
22 Days Ago
merge from autoturret_servertick_optim
22 Days Ago
Toggle the client warning zone trigger based on the peacekeeper flag Set the exclude layers
22 Days Ago
Strip the massive target detection trigger from the client Set the exclude layers
22 Days Ago
merge from building_privilege_cache
22 Days Ago
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22 Days Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
23 Days Ago
Longer clientside building priv cache when holding a wire tool + some optims
23 Days Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
23 Days Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
23 Days Ago
merge from autoturret_servertick_optim
23 Days Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
23 Days Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
23 Days Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
23 Days Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
23 Days Ago
Build troubleshooting