reporust_rebootcancel

158,743 Commits over 4,566 Days - 1.45cph!

Yesterday
compiler fixes
Yesterday
Merge from animal_renaming
Yesterday
code cleanup add to budgeted queue
Yesterday
Added proper LOD material and textures for damaged lighthouse lamp stages
Yesterday
Cut ghost now reflects the selected cut shape/area
Yesterday
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
Yesterday
Merge from main
Yesterday
Cleanup
Rin
Yesterday
Removed Blueprint Book spawn chance in PT boat - Sorry this was too good! Blueprint page remains
Yesterday
toggle laserjobs on by default
Yesterday
merge from main
Yesterday
gulls transition to shaders later after takeoff more consistent seeding for randomness
2 Days Ago
Bunch of LOD optims: - The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells - Camera and player positions are read once per frame instead of by every LOD member - Static LOD members cache their grid position - Mesh and renderer LODs skip their update while their distance stays between the same LOD distances Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
2 Days Ago
Updated crow flock model with far lod
2 Days Ago
Fix editor asset loading on case sensitive filesystems
2 Days Ago
Migrate third-party packages to `EntityId` in preparation for Unity 6.7
2 Days Ago
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2 Days Ago
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
2 Days Ago
Fixed remaining missed materials.
2 Days Ago
Fix scarecrow NRE
2 Days Ago
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2 Days Ago
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2 Days Ago
Codegen
2 Days Ago
New CullWhenInside combined approach with jarryds and my original fixes joined together - Keep the work queue with its own budget - Bushes are only queued when foundations change
2 Days Ago
Uzi 3p: fix stock deploy after weapon swap + stock swing on holster - player + world controllers fall back to the stock deploy if the stock flag arrives late - world stock deploy holds idle_stock instead of playing the swing - world animator keeps state on disable so holstering doesn't replay the swing
2 Days Ago
merge from main stomp local CullWhenInside changes
2 Days Ago
Refactor, more generic, reusable. Add additional experimental wall rules (wall->window, wall->wall frame, doorway->wall frame). Renovation saw now uses a context based radial menu, showing available renovation/cut options for target construction.
2 Days Ago
Fixed the volumetric light beam clipping the camera when using the miner hat
2 Days Ago
merge from saveload_eventschedule
2 Days Ago
Formatting
2 Days Ago
Saveload the hours remaining for event schedule events Fixes for example cargo ship being just about to spawn, server restarts and now you have to wait the full cooldown again
2 Days Ago
merge from scrap_king_building_skin (lightened interior concrete)
2 Days Ago
scrap king - concrete texture tweaks
2 Days Ago
Fix PersistentObjectWorkQueues stalling in the editor with skip domain reload Add the attribute to some missing places
Rin
2 Days Ago
merge from milkicons_fix
2 Days Ago
removed unnecessary files
2 Days Ago
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2 Days Ago
Cherrypick 169400
2 Days Ago
merge from viewmodel_skinning_update
2 Days Ago
Merge from main
2 Days Ago
Remove split shadow culling for now
Rin
2 Days Ago
merge from pedalbikewheelfix
Rin
2 Days Ago
merge from procgen_fix_monument_spacing
Rin
2 Days Ago
merge from procgen_fix_canyon_tunnels
2 Days Ago
Merge from main
2 Days Ago
small games wooden table; - game textures - material updated
Rin
2 Days Ago
merge from carvedpumpkin_lodfix
Rin
2 Days Ago
merge from cinelightmeshfix
Rin
2 Days Ago
merge from MeatBurnFix
Rin
2 Days Ago
merge from planter_guide_fixes