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137,474 Commits over 4,352 Days - 1.32cph!

2 Months Ago
Added another deploy volume to block small ramp being deployable through walls and stairs
2 Months Ago
prefab tweaks
2 Months Ago
PaintballOveralls Icon
2 Months Ago
Paintball Overalls viewmodel clothing
2 Months Ago
Fix skip domain reload
2 Months Ago
Paintable Reactive Target - Slightly corrected UV2 on all models, changed paintable script in prefab (still not working but setup in a more correct way)
2 Months Ago
Merge: from playerinventory_oncycle_optim - Optim: iterate over cached items with OnCycle callback (instead of searching for them every time). Tests: ran unit tests
2 Months Ago
Optim: ItemContainer.OnCycle now uses cached list of items with a callback - added a perf test of 300 containers with ~10% items with OnCycle callback Goes from 0.179 ms down to 0.074ms(-58%) for 300 player inventories. Real world server's invoke times are 0.97ms for 171 inventories, so might need to move it out of invokes later. Tests: ran unit test
2 Months Ago
boatai_targeting_bugs -> main
2 Months Ago
Fix various Boat AI Targeting bugs including: - Boats not properly capturing targets whilst on boats/other things - Boats not properly releasing targets whilst sleeping/no players nearby - Boats not engaging with targets in certain circumstances - Not releasing a target if that target went to the deepsea whilst being targetting in the main world
2 Months Ago
Texture tweaks, wrench markings, flipped one of the wrenches for proper UV orientation
2 Months Ago
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2 Months Ago
Paintable Reactive Target - Split materials, updated textures, updated models, added wind shader support, added translucency
2 Months Ago
merge from main
2 Months Ago
fix handmade shell not having subtype for ammo indicators
2 Months Ago
Tests: add ItemContainer.TestOnCycle test Tests: ran unit tests
2 Months Ago
Fixed an oversize gib in explosives box
2 Months Ago
Paintball overalls - Models/prefabs/materials/world models
2 Months Ago
Added support for 2 toggleable decal layers on the standard shader as shader features, meaning we no longer need the StandardWithDecal and StandardWithTwoDecal shaders
2 Months Ago
3p wallpaper anims edited
2 Months Ago
Optimize npc door opening logic, could save up to 0.1ms in best case. Also fixes bugs where doors wouldn't open, or too late.
2 Months Ago
S2P both oil rigs Codegen
2 Months Ago
merge from naval_update keep source on the oilrig scenes
2 Months Ago
Made various auth commands work with boats / steering wheel such as ent auth, authcount, teleport2autheditem Fixed various inconsistencies, all of them should now work with all types of auth as youd expect Fixed entcount only working with steamid and not names Codegen
2 Months Ago
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
2 Months Ago
Merge: from useplayertasks_removegroupoccludee_nre - Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling - Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
2 Months Ago
Bugfix: when player disconnects, ensure we destroy relevant occlusion groups - destroy local group if no local participants present - remove destroyed participant from other occlusion group member's groups Tests: 2p on Craggy in different cells - get 2nd player to disconnect, then kill sleepers. 1st player walks into the cell - no more NREs. Ran usual occlusion checks (fly away and back, hide behind terrain)
2 Months Ago
Update navigation obstacles (s2p) in launch site
2 Months Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
2 Months Ago
Fix NRE
2 Months Ago
autoturret_improvements -> main
2 Months Ago
created/applied 3pceiling paper deploy/idle animations to holdtype override controller
2 Months Ago
autoturret_improvements -> main
2 Months Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
2 Months Ago
Update navigation obstacles (s2p) in missile silo
2 Months Ago
Update navigation obstacles (s2p) in outpost
2 Months Ago
Update navigation obstacles (s2p) in water treatment plant
2 Months Ago
Update navigation obstacles (s2p) in trainyard
2 Months Ago
Update navigation obstacles (s2p) in excavator
2 Months Ago
Update navigation obstacles (s2p) in arctic base
2 Months Ago
Update navigation obstacles (s2p) in airfield
2 Months Ago
Update navigation obstacles (s2p) in military tunnels
2 Months Ago
crypt building skin atlas textures and material setup
2 Months Ago
Component box tools LOD3 tweaks
2 Months Ago
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
2 Months Ago
main -> autoturret_improvements
2 Months Ago
Blacklisted deep sea rhib and PT boat from auto turret tests
2 Months Ago
Move most of buoyancy writeback into burst, add burst batch access for flow direction.
2 Months Ago
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
2 Months Ago
Remove ViewmodelCameraAnimationSync component from deploy state on wallpaper viewmodel animator to remove warning about unable to find state Wallpaper third person animator only plays unroll animation on surface type change, not skin changes