reporust_rebootcancel

138,641 Commits over 4,352 Days - 1.33cph!

3 Months Ago
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now - made the relevant antihack convars replicated
3 Months Ago
merge from clearinventory_clothingchanged_fix
3 Months Ago
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3 Months Ago
Emission texture & mat for the deep sea buoy.
3 Months Ago
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
3 Months Ago
merge from custom_icon_pooling_fix
3 Months Ago
Fixed a pooling bug with custom item icons
3 Months Ago
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
3 Months Ago
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3 Months Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
3 Months Ago
Fixed slightly floating crate on docks
3 Months Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
3 Months Ago
merge from main -> fix_foundation_clipping_rocks
3 Months Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
3 Months Ago
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3 Months Ago
travelling_vendor_spawn_prechecks -> main
3 Months Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
3 Months Ago
Hooked up missing canvas materials
3 Months Ago
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3 Months Ago
codegen
3 Months Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
3 Months Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
3 Months Ago
merge from main
3 Months Ago
sign_painting_ui_escape -> main
3 Months Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
3 Months Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
3 Months Ago
autoturret_improvements -> main
3 Months Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
3 Months Ago
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
3 Months Ago
fixed a floating junkpile in excavator_yaw prefab excavator S2P
3 Months Ago
Remove RTVoice again
3 Months Ago
Corpse setup for scrap component box
3 Months Ago
main -> autoturret_improvements
3 Months Ago
Some deep sea cleanup and pool leak fixes
3 Months Ago
Merge from naval_update
3 Months Ago
Fixed NRE when no results are loaded Fixed Clear Result button not working Load default test list path by default
3 Months Ago
Fix player models continuing to play animations in demos when paused.
3 Months Ago
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3 Months Ago
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3 Months Ago
Map marker edit UI now appears above fog of war
3 Months Ago
Merge from naval_update
3 Months Ago
Merge from main
3 Months Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
3 Months Ago
Merge from main
3 Months Ago
Inventory null check in Mailbox
3 Months Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
3 Months Ago
Only calculate position and scale once in ImpostorBatching
3 Months Ago
rebase on main
3 Months Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
3 Months Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4