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133,320 Commits over 4,293 Days - 1.29cph!

4 Hours Ago
improved 3p paintballgun reload anim
5 Hours Ago
wood box icon updated, prefab updated, added panel title, updated localization
5 Hours Ago
uv fix for bbq proper rotation for bbq fbx and prefab
5 Hours Ago
wood box game textures & material
6 Hours Ago
Bugfix: OcclusionGroupTests - setup valid world bounds for unit tests - added netgroup visibility precondition testing, if that fails, then the test setup is wrong Empty bounds were causing group layers to sometimes become TutorialIsland, which break visibility Tests: ran unit tests, more pass
6 Hours Ago
removed hand fidgeting from vm paintball gun idle animation
Today
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
Today
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands. No longer clips through the base plane, with under-world foliage looking all hacky and bad.
Today
Tests: OcclusionGroupTests - add players that spawn as sleepers or dead I assumed newly connected players always spawn as sleepers, but that's wrong - could explain an active NRE. Tests: ran unit tests (most still borked)
Today
Updating paddle anims to loop
Today
Fixing sit shooting poses with incorrect settings
Today
Picture frames - fixed scrap frame materials and updated paintable textures
Today
Merge from naval_update
Today
Switched server to custom build 2022.3.41x1
Today
Final'ish, sans shore fog code fix.
Today
Merge from main
Today
Merge from naval_update
Today
created paintball gun 3p jog and run anims and assigned to holdtype controller
Today
Salvaged Cleaver weapon refresh animation polish pass
Today
merge from indirect_instancing
Today
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
Today
Icon manifest updated, localization updated
Today
scrap box adjusted box script type to display, added panel title, attached anchors
Today
metal box added icon file, added panel title, added icon component to prefab, updated item file
Today
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
Today
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
Today
Merge from main
Today
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
Today
Merge from io_budgets
Today
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
Today
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Today
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Today
Convert steering wheel to MeshLOD
Today
Merge from door_alloc_fix
Today
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Today
Merge from cctv_budget
Today
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Today
Subtract merge 140855
Today
Merge from main
Today
WIP on lightup frames
Today
Add a null check in TriggerParent.CheckAllParenting
Today
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Today
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Today
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
Today
initial comps box prefab setup. manifest
Today
merge from naval_update
Today
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Today
Clear deep sea shore vector data server side when the deep sea closes
Today
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Today
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.