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121,306 Commits over 4,018 Days - 1.26cph!

Today
Merge from main
Today
Fix MarkDirty on client side triggering dirty for server side entity, causing an infinite cycle of MarkDirty calls
Today
Fixed keycards still showing as green for the local player in third person
Today
merge from main
Today
Fixed batteries incorrect charge left time
Today
Added final 3 desc updates from original list, fixed cat pie desc, updated croc pie desc.
Today
Fixed hardside wallpaper not showing on wall right and left conditional models
Equal, do not subscribing to delegate. Reduces some allocations.
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
Today
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Today
fix jungle ambience playing offshore
boomerang_3p_hands_up_fix ➡️ main
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Changed distance mode on kapok trees to XYZ / they weren't switching LODs properly when flying overhead
Lowered cull distance for all vine tree branches even further. Disabled shadow casting on the branches as they are always in the shadow of the parent tree
Disabled shadowcasting on all jungle bushes and saplings except for LOD0
Unified wood log culling distances / some were being drawn way too far
More agressive LOD settings on all jungle bushes
More agressive LOD setting on hura crepitans / LOD changes to prevent pop-in / darkened billboards to reduce pop-in
More agressive LODding on trumpet trees / slight mesh changes to reduce pop-in / 20-50 percent triangle reduction at LOD0 with minimal quality loss
Today
Fixed construction overlay weirdness.
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
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Today
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Today
Cut the max eyeglow distance in half on Wolf(2), Tiger, Panther, Crocodile.
Today
Restored floor.stone.prefab, merge fuckery
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
Can mark SyncVars as [ClientAuthority] This changes the ifdef blocks used in the resulting replicate and sync methods Changed test code to include a client -> server Syncvar
Today
merge from main
Today
Added new token for jungle rifle as it was sharing one with med rifle
Today
Small mesh tweak
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
Today
Mop and Bucket feedback
Today
IOEntityEditor and BaseMountableEditor inherits from BaseEntityEditor
main ➡️ syncvars
Today
Added handles to edit entities bounds
Fix storage monitor not being able to be placed on the Vending Machine
Today
boat building platform grey box
Increase the Vine view model exit time padding .1 -> .2
Today
Fixed timer switch issues when its power input fluctuates while the timer is running
Today
skin setup
vine_lod_fix ➡️ main
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
vine_maxvelocity_nre_fix ➡️ main
Ensure max velocity > 0 even when null
Fix Vine Max Velocity NRE
Today
Merge: from parallel_validatemove - Optim to reduce physics cast scheduling overhead Tests: unit tests
Today
Optim: reduce physics casts scheduling overhead when using batches - Added a helper function that subdivides workloar across equal batches and potential for work stealing On a 10player test case(40 ticks total), reduces parallel processing time from 0.2ms to 0.12ms. Still slower than serial execution 0.06ms. Tests: unit tets
boomerang_range_fix ➡️ main