reporust_rebootcancel

121,929 Commits over 4,048 Days - 1.26cph!

3 Months Ago
merge from faster_il2cpp_compilation -> main
3 Months Ago
Instead apply the IL2CPP arguments via `IPreprocessBuildWithReport` which allows you to override IL2CPP arguments per platform - only apply to windows
3 Months Ago
Revert the project wide IL2CPP arguments since it doesn't work on OSX with clang
3 Months Ago
merge from faster_il2cpp_compilation -> main
3 Months Ago
Pass argument to IL2CPP to increase number of cores Link.exe uses - reduces IL2CPP linking step by 22 min
3 Months Ago
fixed raw fish having incorrect material
3 Months 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
3 Months Ago
manual merge from cookingv2/meat #6 114426
3 Months Ago
manual merge from cookingv2/meat #5 114423
3 Months Ago
manual merge from cookingv2/meat #4 114422
3 Months Ago
manual merge from cookingv2/meat #3 114419
3 Months Ago
manual merge from cookingv2/meat #2
3 Months Ago
manual merge from cookingv2/meat #1
3 Months Ago
reduced all meat textures to be no bigger than 512x512
3 Months Ago
player_preview fixes
3 Months Ago
removed placeholder items from craggy
3 Months Ago
updated existing prefabs
3 Months 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
3 Months Ago
Missed Bee Grenade Texture Files
3 Months Ago
Work In Progress of Bee Grenade Material setup
3 Months Ago
missing files
3 Months Ago
added meshes and materials for all new meat items, sss profiles
3 Months Ago
Correct eye bone positions/skinning on all current player seeds
3 Months Ago
merge from autoturret_servertick_optim
3 Months Ago
Toggle the client warning zone trigger based on the peacekeeper flag Set the exclude layers
3 Months Ago
Strip the massive target detection trigger from the client Set the exclude layers
3 Months Ago
merge from building_privilege_cache
3 Months Ago
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3 Months Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
3 Months Ago
Longer clientside building priv cache when holding a wire tool + some optims
3 Months Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
3 Months Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
3 Months Ago
merge from autoturret_servertick_optim
3 Months 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
3 Months Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
3 Months Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
3 Months 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
3 Months Ago
Build troubleshooting
3 Months Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
3 Months Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
3 Months Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
3 Months Ago
Beeswarm FX with notes.
3 Months Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
3 Months Ago
Added clothing to vertical slice loadout
3 Months Ago
merge from main -> aux2
3 Months Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
3 Months Ago
Scientist Suits V4 rig
3 Months Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.