reporust_rebootcancel

133,473 Commits over 4,293 Days - 1.30cph!

4 Days Ago
merge from main
4 Days Ago
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
4 Days Ago
Update: OcclusionGroupTests - introduce another player spawn state, RespawnFromDead - setup default itemList for ItemManager when running unit tests, as it's assumed to always be there Another assumption that I had proved wrong - when players are spawned, they can stay dead (for example, game mode can prohibit spawning for a time) Tests: ran unit tests, more borkage
4 Days Ago
improved 3p paintballgun reload anim
4 Days Ago
wood box icon updated, prefab updated, added panel title, updated localization
4 Days Ago
uv fix for bbq proper rotation for bbq fbx and prefab
4 Days Ago
wood box game textures & material
4 Days 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
4 Days Ago
removed hand fidgeting from vm paintball gun idle animation
4 Days Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
4 Days Ago
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.
4 Days Ago
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)
4 Days Ago
Updating paddle anims to loop
4 Days Ago
Fixing sit shooting poses with incorrect settings
4 Days Ago
Picture frames - fixed scrap frame materials and updated paintable textures
4 Days Ago
Merge from naval_update
4 Days Ago
Switched server to custom build 2022.3.41x1
4 Days Ago
Final'ish, sans shore fog code fix.
4 Days Ago
Merge from main
4 Days Ago
Merge from naval_update
4 Days Ago
created paintball gun 3p jog and run anims and assigned to holdtype controller
4 Days Ago
Salvaged Cleaver weapon refresh animation polish pass
4 Days Ago
merge from indirect_instancing
4 Days Ago
* 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”.
4 Days Ago
Icon manifest updated, localization updated
4 Days Ago
scrap box adjusted box script type to display, added panel title, attached anchors
4 Days Ago
metal box added icon file, added panel title, added icon component to prefab, updated item file
4 Days Ago
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
4 Days Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
4 Days Ago
Merge from main
4 Days Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
4 Days Ago
Merge from io_budgets
4 Days Ago
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)
4 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
4 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
4 Days Ago
Convert steering wheel to MeshLOD
4 Days Ago
Merge from door_alloc_fix
5 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
5 Days Ago
Merge from cctv_budget
5 Days Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
5 Days Ago
Subtract merge 140855
5 Days Ago
Merge from main
5 Days Ago
WIP on lightup frames
5 Days Ago
Add a null check in TriggerParent.CheckAllParenting
5 Days Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
5 Days Ago
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
5 Days Ago
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
5 Days Ago
initial comps box prefab setup. manifest
5 Days Ago
merge from naval_update
5 Days Ago
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