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125,756 Commits over 4,109 Days - 1.28cph!

2 Months Ago
Merge from main
2 Months Ago
Fix MarkDirty on client side triggering dirty for server side entity, causing an infinite cycle of MarkDirty calls
2 Months Ago
Fixed keycards still showing as green for the local player in third person
2 Months Ago
merge from main
2 Months Ago
Fixed batteries incorrect charge left time
2 Months Ago
Added final 3 desc updates from original list, fixed cat pie desc, updated croc pie desc.
2 Months Ago
Fixed hardside wallpaper not showing on wall right and left conditional models
2 Months Ago
Equal, do not subscribing to delegate. Reduces some allocations.
2 Months Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
2 Months Ago
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2 Months Ago
fix jungle ambience playing offshore
2 Months Ago
boomerang_3p_hands_up_fix ➡️ main
2 Months Ago
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2 Months Ago
Changed distance mode on kapok trees to XYZ / they weren't switching LODs properly when flying overhead
2 Months Ago
Lowered cull distance for all vine tree branches even further. Disabled shadow casting on the branches as they are always in the shadow of the parent tree
2 Months Ago
Disabled shadowcasting on all jungle bushes and saplings except for LOD0
2 Months Ago
Unified wood log culling distances / some were being drawn way too far
2 Months Ago
More agressive LOD settings on all jungle bushes
2 Months Ago
More agressive LOD setting on hura crepitans / LOD changes to prevent pop-in / darkened billboards to reduce pop-in
2 Months Ago
More agressive LODding on trumpet trees / slight mesh changes to reduce pop-in / 20-50 percent triangle reduction at LOD0 with minimal quality loss
2 Months Ago
Fixed construction overlay weirdness.
2 Months Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
2 Months Ago
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2 Months Ago
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2 Months Ago
Cut the max eyeglow distance in half on Wolf(2), Tiger, Panther, Crocodile.
2 Months Ago
Restored floor.stone.prefab, merge fuckery
2 Months Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
2 Months Ago
Can mark SyncVars as [ClientAuthority] This changes the ifdef blocks used in the resulting replicate and sync methods Changed test code to include a client -> server Syncvar
2 Months Ago
merge from main
2 Months Ago
Added new token for jungle rifle as it was sharing one with med rifle
2 Months Ago
Small mesh tweak
2 Months Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
2 Months Ago
Mop and Bucket feedback
2 Months Ago
IOEntityEditor and BaseMountableEditor inherits from BaseEntityEditor
2 Months Ago
main ➡️ syncvars
2 Months Ago
Added handles to edit entities bounds
2 Months Ago
Fix storage monitor not being able to be placed on the Vending Machine
2 Months Ago
boat building platform grey box
2 Months Ago
Increase the Vine view model exit time padding .1 -> .2
2 Months Ago
Fixed timer switch issues when its power input fluctuates while the timer is running
2 Months Ago
skin setup
2 Months Ago
vine_lod_fix ➡️ main
2 Months Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
2 Months Ago
vine_maxvelocity_nre_fix ➡️ main
2 Months Ago
Ensure max velocity > 0 even when null
2 Months Ago
Fix Vine Max Velocity NRE
2 Months Ago
Merge: from parallel_validatemove - Optim to reduce physics cast scheduling overhead Tests: unit tests
2 Months Ago
Optim: reduce physics casts scheduling overhead when using batches - Added a helper function that subdivides workloar across equal batches and potential for work stealing On a 10player test case(40 ticks total), reduces parallel processing time from 0.2ms to 0.12ms. Still slower than serial execution 0.06ms. Tests: unit tets
2 Months Ago
boomerang_range_fix ➡️ main