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139,913 Commits over 4,383 Days - 1.33cph!

6 Minutes Ago
These too.
16 Minutes Ago
Missed some files.
27 Minutes Ago
Monument fixes.
1 Hour Ago
Add drag support to the fake slot and inventory system (not working properly yet)
1 Hour Ago
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
3 Hours Ago
add workshop on/off toggle for electric furnace effects
3 Hours Ago
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
3 Hours Ago
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
4 Hours Ago
workbench upgrades gibs added
4 Hours Ago
workbench gibs fbx added
4 Hours Ago
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4 Hours Ago
Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
4 Hours Ago
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5 Hours Ago
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy
6 Hours Ago
Clean: remove Visibility.Manager.groups - also remove all provider == null checks Tests: compiles
6 Hours Ago
Mortar export updates
6 Hours Ago
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6 Hours Ago
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing - Upodated all places to use ClientVisibilityProvider instead of null This allows to remove groups from Network.Visiblity.Manager Tests: booted into craggy, ran GameTraceTests
Today
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures Added faster dictionary lookups to GestureCollection
Today
Fixed Lumberjack Hoodie not working in Industrial Conveyor
Today
Switch mortar firing button from reload to primary fire.
Today
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method - get rid of Visibility.Manager.Groups accessor This removes public access to groups dictionary, so almost there to remove it Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
Today
merge from split_dump_command
Today
Mortar animator update and anim exports
Today
switch to args.ReplyWith
Today
Fixed nuke EffectRecycle prefab errors.
Today
Updated joint hierarchy for mortar
Today
Update: Visibility.Provider now can create network groups in a thread-safe fashion - organized hardcoded groups into their own collection - Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit Tests: Booted and ran around on craggy. compiled for all modes separately
Today
Remove entity mod from mortar shells
Today
Update manifest
Today
Delete old placeholder mortar entities
Today
Mortar IK ref points updated and anims exported
Today
exported edited salvaged hammer refresh vm anims
Merge from main
Today
Updating mortar rig with hand IK targets
String material texture offset gets updated according to the current rotation of the wheel bone
Today
apartment complex exterior baked LODs
Today
workbench upgrades models and textures (salvage, recycle and comfort)
merge from main
Today
Can't open upgrade inventory if building blocked
merge from hair_fixes
Rin
Today
merge from bandit_sentry_culling_fix
Rin
Today
merge from armored _ladder_hatch_material_fix
Add ApplyVertexColorStrength and ApplyVertexAlphaStrength to material property block for hair dye
Rin
Today
merge from floating_city_oilrig_leg_fix
Rin
Today
merge from ferry_terminal_nets
Today
Added support for per workbench-level upgrade visuals. Assigned reinforced visuals for all workbench levels.
Today
Hook new navmesh to ghostships and tropical islands
Fixed hair caps not working on some player seeds Disabled shadows on midlength hair