reporust_rebootcancel

157,399 Commits over 4,566 Days - 1.44cph!

4 Days Ago
Attempt 2 at fixing compute kernel lookup errors during builds
4 Days Ago
Perform BRG culling in a job
4 Days Ago
Merge from main
4 Days Ago
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4 Days Ago
Fix terrain not rendering when instancing is active
4 Days Ago
merge from PlagueHazmat_Improvements
4 Days Ago
wip procedural animation-target skin constraint
4 Days Ago
Add toggle buttons per source, so you can toggle mixing table entries on/off for cooking workbench, etc. Search still searches across all categories, hidden or not. Pooling fixes. Layout tweaks.
4 Days Ago
merge from main
4 Days Ago
Merge from vcc
4 Days Ago
Store entity ID for position ticks in a 1000 sized cache - reduces entity ID from 8 -> 5 -> 2 bytes (8 now, would be ~5 with VarInt encoding, 2 bytes with index lookup) - also compresses the parent's network ID when parented - overkill just for network IDs but basically free since we also want to do lossy compression for positions - demos store the network ID lookup in the keyframes so it can skip forwards & backwards still - make batch position packets ordered now (not a big deal since they are way smaller than old ones and max one per server frame)
4 Days Ago
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame
4 Days Ago
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4 Days Ago
Terrain diffuse base pyramid disable
4 Days Ago
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4 Days Ago
Merge from main
4 Days Ago
Merge from Animal_Jumping
4 Days Ago
Fixed picking up mushrooms not showing the total owned in the pickup notice
4 Days Ago
merge from optimize_upkeep_multiplier -> main
4 Days Ago
Cherrypicked 168066 "Can't use the frankenstein table if building blocked"
4 Days Ago
Can't use the frankenstein table if building blocked
4 Days Ago
merge from frankensteintable_priv
4 Days Ago
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
4 Days Ago
merge from aipoint_strip
4 Days Ago
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4 Days Ago
merge from cliffs_heightcollider_fix
4 Days Ago
Fixed some traincar variants not playing any SFX when destroyed/gibbed
4 Days Ago
simplified meshes on a lot of scrap king building components to accomodate revised textures, fixed lod0>lod1 mismatches across a bunch, fixed culling on corners
4 Days Ago
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
4 Days Ago
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map I had ~6500 of these enabled on a proc gen map
4 Days Ago
Refactor + cleanup
4 Days Ago
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4 Days Ago
Remove leftover log in RotaryGunCylinderViewmodelComponent
4 Days Ago
merge from pool_review
4 Days Ago
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
4 Days Ago
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4 Days Ago
Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
4 Days Ago
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
4 Days Ago
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
4 Days Ago
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
4 Days Ago
Fixed the codelock on frankenstein table appearing underneath the table on the floor
4 Days Ago
Tests
4 Days Ago
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4 Days Ago
Update demos to read the new batched packet format
4 Days Ago
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
4 Days Ago
merge from deepsea_unloading
4 Days Ago
Merge from hemp_colour_swap
4 Days Ago
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it