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122,181 Commits over 4,048 Days - 1.26cph!

3 Years Ago
Base train wagon entity
3 Years Ago
Fixed missing material on terrain benchmark
3 Years Ago
3 Years Ago
cherrypicking - Updated benchmark demo
3 Years Ago
Updated benchmark demo
3 Years Ago
Last bit of SE WIP
3 Years Ago
greatly reduced shadow proxies artifacts on temperate cliffs
3 Years Ago
compound s2p
3 Years Ago
fixed issues with compound railway floating in certain seeds - shrunk railway length
3 Years Ago
fixed codelock on compound farming machine
3 Years Ago
Fixed dressing errors on powerline platforms
3 Years Ago
Improved powerline A collider detail along zipline floors Added colliders to the zipline stop module
3 Years Ago
blackbin shadow proxy rotation fix
3 Years Ago
Hot air balloons will now disable global broadcast if they are grounded, the engine is off and they are deflated
3 Years Ago
Set up WorkCart coupling LODs
3 Years Ago
Set up above-ground WorkCart bounds and colliders for coupling
3 Years Ago
Coupling point setup for above-ground WorkCart
3 Years Ago
Compile fix for uncoupling
3 Years Ago
Simplified coupling
3 Years Ago
WIP on reducing the number of layout components (156->93) as layouts can take anywhere from 0.3 to 0.8ms a frame Removed layouts on item blueprint buttons (and improved sizing for non-english languages on New text) Disabled contents of AI designer panel when not in use Disabled layouts on conversation screen Disabled contents of NetGraph when not in use
3 Years Ago
Don't scan for decoupling if the coupling point can't be locked
3 Years Ago
Don't update FlameJet LineRenderers if it's not active
3 Years Ago
Deleted my placeholder train engine and carriages. Moved some assets around.
3 Years Ago
Merge Rail Network -> Coupling
3 Years Ago
Separated the train coupling model and added them to the above-ground WorkCart
3 Years Ago
cherrypicking easter event
3 Years Ago
Finalized big lookout cliff area
3 Years Ago
Reorganized airfield lights Added light switches to airfield
3 Years Ago
East of desert progress backup
3 Years Ago
If we lose references to sounds, remove them from the budget list.
3 Years Ago
initial files and animator
3 Years Ago
merge from easter2022 - enabling easter events
3 Years Ago
Only add ReverbZoneTriggers to SoundManager when they're in range.
3 Years Ago
picking 70127
3 Years Ago
merge from main
3 Years Ago
Merge from easter2022)crash - testing shader revert
3 Years Ago
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3 Years Ago
Finalizing corner east of new desert WIP
3 Years Ago
Revert shader changes, switch egg suit to use the StandardWithDecal shader that signs etc use
3 Years Ago
cherrypicking 70101 70122 - easter crash tests continued
3 Years Ago
Merge from easter2022_crash - testing changes
3 Years Ago
Revert changes to EngineUI and GameUI
3 Years Ago
Change RequestFileFromServer behavior to work the same as main but add a flag to optionally respond if not found (only used by egg suit)
3 Years Ago
Added missing wait timers at waypoints for junkpile A. Added negative base offset to junkpile NPC to more closely match the world terrain navmesh. Fixed NPC respawns at junkpiles. Fixed NPCs sometimes not correctly patrolling at junkpiles.
3 Years Ago
Subtract 70097 - taking another approach with the RequestFileFromServer changes
3 Years Ago
Add new PersistentObjectWorkQueue, similar to ObjectWorkQueue<T> but designed to iterate over a non-changing list of objects Implemented new queue on LightgroupAtTime (consistently taking 0.6ms a frame, new limit is 0.1ms) Fixed ObjectWorkQueues never actually starting the stopwatch (this will be causing performance impacts on clients and servers)
3 Years Ago
cherrypicking easter2022 changes for continued crash investigation
3 Years Ago
SegmentMaskPositioning no longer allocates 432 bytes every frame and is faster (this component is active whenever the inventory is open) Remove a duplicate mounted check in BasePlayer.ClientUpdate
3 Years Ago
WIP refactoring train car collisions and coupling. Hoping to remove a lot of the old "workcarts pushing other work carts" code, and instead treat it as an unlocked coupling, even for train cars that don't actually have couplings (like the train tunnel WorkCarts)
3 Years Ago
Checking an animator bool and not assigning if necessary is slightly faster than setting it every frame, so do that in PlayerModel.UpdateParameters