reporust_rebootcancel

128,989 Commits over 4,232 Days - 1.27cph!

2 Months Ago
Player built boats can now enter the deep sea: TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock
2 Months Ago
merge from naval_update to get the latest TriggerRadiation.cs
2 Months Ago
More post merge fixes. Restored naval items/phrases. New test save for deep sea boat testing.
2 Months Ago
Tropical cliff files.
2 Months Ago
Updated Plushie 02 textures and materials, rendered new icon
2 Months Ago
Tropical cliff variant.
2 Months Ago
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2 Months Ago
Manifest after merge
2 Months Ago
fix censornudity convar NRE with mannequins
2 Months Ago
fix weird circle in sky if vclouds are never enabled and there's sky rotation applied
2 Months Ago
fix for client colliders on deployables breaking server PlayerBoat (listen server only) - BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now
2 Months Ago
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2 Months Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
2 Months Ago
Remove alloc in ExtractMesh
2 Months Ago
enabled shadows on sleeping bag model
2 Months Ago
rename and reorganise media
2 Months Ago
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2 Months Ago
Phrases
2 Months Ago
Add more media for exhibit pack
2 Months Ago
Check for storage adaptor too
2 Months Ago
Merge from naval_update
2 Months Ago
subtract Attackheli_Buildvolume 129549
2 Months Ago
merge from string_light_batching_crash
2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
merge from spotlight_research/Chandelier_power
2 Months Ago
Merge from deep_sea
2 Months Ago
2 Months Ago
Fixed incorrect pickup message
2 Months Ago
Fix wall cabinet being able to be picked up when locked
2 Months Ago
Fixed the ceiling light top bleed Fixed secondary light being a different color Removed distance flare (not used for player spawned stuff) Slightly lowered LOD cull distances as they were carried from some static lights. Small polish on light/shadow settings.
2 Months Ago
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from main
2 Months Ago
set fabric and leather beanbags to give same recycle output as chair
2 Months Ago
Turned shadow casting off floating walkway kits to improve perf
2 Months Ago
changed leather beanbag pickup from fabric to leather
2 Months Ago
Updated mannequin part paths
2 Months Ago
Fix label TC auth not working properly when the player has no building priv
2 Months Ago
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them. This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile. - Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
2 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: PlayerCache can no longer desync when disabling UsePlayerUpdateJobs - Optim: removed couple extra allocs in UsePlayerUpdateJobs 2 Tests: ran unit tests + bunch of disable-enable of UsePlayerUpdateJobs in local session
2 Months Ago
Merge: from main
2 Months Ago
Bugfix: invalidate all non-null managed objects - Previously it allowed for UnityNull objects to be skipped, leading to desync of StableObjectCache Tests: ran PlayerCacheTests.StressTest - it now passes
2 Months Ago
Update: ammend PlayerCacheTests.StressTest to trigger cleanup causing desync with StableObjectCache Tests: ran test, failing as expected