reporust_rebootcancel

136,968 Commits over 4,474 Days - 1.28cph!

Today
Load the copy paste files on startup on a background thread - still loads textures and adds to the list of files on the main thread - saves 600ms for my 36 copy pastes - more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
Today
Removed the forced world and prefabs asset scenes activation from bootstrap (they still stream in the background, bootstrap no longer waits on them) Skin viewer activates the prefabs scene when opened for the first time, it keeps waiting for it to be loaded if its not ready to be activated Skin viewer loads bundled workshop skins through a sync path when the async bundle queue is blocked (the world scene holds the queue until its activated it when connecting to a server)
pool: Ensure we cant move after hitting the ball
Swap sub system to be a child animator sub system - allowing us to create a 1d blend tree to clean up the movement
Yesterday
Add the upkeep component to both high walls and gates
Yesterday
Add support for the "Upkeep" component to tick a bool if it's a high wall - will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
Yesterday
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be - set to static value because high wall upkeep would be too low near single TCs and too high near big bases
Yesterday
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft - allows us to divide the upkeep for high walls by 3x because we craft 3x per craft
Yesterday
Change start/end frames for turn animations, they had like 15 frame tails of nothing at the end.
Yesterday
rock carving pedestal wip baked model
Yesterday
merge from console_optims
Yesterday
Console autocomplete optims
Yesterday
Flare animation and events updates
Yesterday
One more terrain fix in puzzle zoo
Yesterday
Fixed some errors in the puzzle zoo scene Added spawn.v3 prefab to world setup to make keycards spawn
Yesterday
merge from waterwell_stock_decrease -> main
Yesterday
Decrease max stock of items in waterwell vendor from 10 -> 2 - increase restock time from 2m -> 10m per item - keep syringe & ammo at 10 stock & 2m restock time
Yesterday
dome logic decal tweaks to help left to right reading
Yesterday
refactor turn in place to mostly use anims, give up on ik for now.
Yesterday
merge from turret_hqm_increase -> main
Yesterday
Increase turret crafting cost from 10 HQM -> 25 HQM
Yesterday
Polish pass on supply signal refresh anims
Yesterday
merge from fix_boat_vendor_heli -> main
Yesterday
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
Yesterday
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli) - prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
Yesterday
WTP fixes - gearbox wheel turns smoothly - switched from prefab serialized values to server convars - added debug convar command to check current pressure of tank(s)
Yesterday
Console: no more truncated combatlog, big perf improvements (only reparse changed rows, flex texts can use the measure fast path)
Yesterday
Add UV1 channel to the 100x300 barrels blocker for use with a new beveled rubble detail normal, in order to reduce the low poly look on some rocks
Yesterday
more basement player block blockouts
Yesterday
- play confetti effect on win
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Wood Panelling wallpaper - WIP textures and material
Yesterday
Converted multi-compiles to shader-features where applicable in the cloth shaders
Yesterday
merge from mainmenu_toggle_optims
Yesterday
master key for apartments viewmodel and textures
Yesterday
Bar Stool Wood - Updated model with backface on cloth, updated textures
Yesterday
fix string alloc in VolumetricFogShadowPreProcessPass
Yesterday
Applied the same system to the F1 menu - ~12ms -> ~4.20ms - GC ~115KB -> ~10KB
Yesterday
Update: avoid Time calls in BasePlayer.GetUnderwearSkin - UnderweatManifest now initialized in ServerMgr.StartServer Tests: switched to jobs 4 and toggled underwear
Yesterday
Add an assertion to catch rare error spam from WaterCamera
Yesterday
merge from game_room_dlc -> main
Yesterday
merge from dart_game
Yesterday
switch left side of darts scoring to just show points earned in each round (doesnt accumulate on the left anymore)
Yesterday
Satellite list serialization fixes
Yesterday
Update: in UseParallelSaves mode, Ragdol component samples transform handles Tests: on playground enabled Jobs 4 and ragdolled a bunch of times
Yesterday
improved sculpting ux massively, keeps collider as-is during carve (only updating visuals) so that carving depth doesn't feed into itself or need messy plane logic
Yesterday
Merge from playermaintainedmonuments