reporust_rebootcancel

123,855 Commits over 4,171 Days - 1.24cph!

11 Months Ago
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them - Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this) Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
11 Months Ago
Updated Meta Files
11 Months Ago
merge from physics_horses
11 Months Ago
merge from main
11 Months Ago
merge from RF_optim
11 Months Ago
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11 Months Ago
Put counter text changes on the correct branch
11 Months Ago
Clean: forgot to save an extra comment Tests: none, trivial change
11 Months Ago
Update: replacing cell budget with a time-per-player budget - Setting this budget to 10micros initially This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds. Tests: Confirmed entire Craggy grid gets streamed to the player
11 Months Ago
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11 Months Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
11 Months Ago
Merge: from main Tests: none
11 Months Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
11 Months Ago
Fixed some placeholder stuff for gesture slots that are empty
11 Months Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
11 Months Ago
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11 Months Ago
Merge from main
11 Months Ago
Fixed large stables vendor getting killed on server restart
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
11 Months Ago
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11 Months Ago
Apply distance checks to individual covers instead of cover groups
11 Months Ago
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11 Months Ago
merge from divesite_respawn_fix
11 Months Ago
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11 Months Ago
11 Months Ago
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11 Months Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
11 Months Ago
Cookie mipmap glitch fix
11 Months Ago
new cookie & volumetrics on all projectors fixed consistency between 1p and 3p
11 Months Ago
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11 Months Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
11 Months Ago
- Adjusted Bradley spline height. - Check how close before you enter
11 Months Ago
merge from flow_vector_field
11 Months Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
11 Months Ago
Improve cover selection and debug, fix some objects not blocking the trace
11 Months Ago
Added catapult test meshes for Flavien
11 Months Ago
Siege tower constructable tweaks
11 Months Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
11 Months Ago
corrected offset of dpv mounting bounds check