reporust_rebootcancel

132,310 Commits over 4,262 Days - 1.29cph!

10 Days Ago
Added new sounds for the butcher knife
10 Days Ago
merge from boat_wall_trigger_improvements
10 Days Ago
merge from ramp_plank_parenting_fix
10 Days Ago
merge from kinematic_shoredrift_fix
10 Days Ago
merge from trigger_parent_nre_fix
10 Days Ago
Adding gesture anims for player update
10 Days Ago
Merge from editor_shader
10 Days Ago
Paintball Gun - Worldmodel, LODs and rebaked materials
10 Days Ago
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
10 Days Ago
Set edit flag on ice material when opening/closing edit mode
10 Days Ago
Ice sculpture shader changes for edit mode
10 Days Ago
Added new sounds for the 50cal movements
10 Days Ago
Merge from naval_update
10 Days Ago
Dont send aim dir at first - not needed
10 Days Ago
reduce_balistagun_aim_packets -> main
10 Days Ago
reduce_ballistagun_aim_packet -> main
10 Days Ago
Restore server tick (no networking overhead)
10 Days Ago
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.
10 Days Ago
Logs
10 Days Ago
- Fixed bug causing dismount not to unparent properly - Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
10 Days Ago
Blocks track damage they've taken
10 Days Ago
Merge from naval_update
10 Days Ago
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
10 Days Ago
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
10 Days Ago
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
10 Days Ago
fixed clipping issues on planner viewmodel
10 Days Ago
- Actually skip MountedPlayerSync() - Cleanup
10 Days Ago
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
10 Days Ago
rebuild censor chunks and reapply properly when censorsigns changes
10 Days Ago
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
10 Days Ago
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy
10 Days Ago
Refactor damage methods.
10 Days Ago
Merge: from main
10 Days Ago
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs This eliminates a lot of wastefull attempts Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts
10 Days Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
10 Days Ago
Bugfix: DensitySpawnPopulation - avoid weighted prefab pool starvation Bug from 2022 - we never checked if prefab instantiation ever failed, as it has it's own internal checks Tests: ran spawn.report - saw that junkpiles population was full after boot. deleted junkpiles pop then immediately simulated spawning - saw green pixels, got the count
10 Days Ago
Update: spawn.dump_map - also report how many spawned and how many attempts were taken Looking at the texture it's hard to believe it has 800 green pixels, but apparantly it does. Tests: used dump_map right after delete_populations
10 Days Ago
merge from store_gallery
10 Days Ago
Added store images for the following: - LNY wallpaper - LNY wall divider - Halloween wallpapers - Balloon pack
10 Days Ago
Hide pants repose
10 Days Ago
merge from obb_test
10 Days Ago
removed 3D gaussian blur entirely, it was too slow
10 Days Ago
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
10 Days Ago
Fixed steam inventory modal unable to send coroutines during their init
10 Days Ago
Fix issue causing low ammo indicator to be always on
10 Days Ago
Only scroll when the item is not 100% visible Some safety checks
10 Days Ago
merge from indirect_instancing (for real this time)
10 Days Ago
merge from indirect_instancing
10 Days Ago
local-region OBB pointcloud fitting
10 Days Ago
Some bug fixes, reset scroll pos after closing the skin modal NRE fixes