reporust_rebootcancel

133,544 Commits over 4,293 Days - 1.30cph!

5 Days Ago
Merge from main
5 Days Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
5 Days Ago
Merge from io_budgets
5 Days Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
5 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
5 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
5 Days Ago
Convert steering wheel to MeshLOD
5 Days Ago
Merge from door_alloc_fix
5 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
5 Days Ago
Merge from cctv_budget
5 Days Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
5 Days Ago
Subtract merge 140855
5 Days Ago
Merge from main
5 Days Ago
WIP on lightup frames
5 Days Ago
Add a null check in TriggerParent.CheckAllParenting
5 Days Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
5 Days Ago
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
5 Days Ago
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
5 Days Ago
initial comps box prefab setup. manifest
5 Days Ago
merge from naval_update
5 Days Ago
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
5 Days Ago
Clear deep sea shore vector data server side when the deep sea closes
5 Days Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
5 Days Ago
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
5 Days Ago
Apply the previous fix to the floating cities as well
5 Days Ago
Use temp job allocators for deep water checks
5 Days Ago
merge from artist_pack_dlc
5 Days Ago
merge from artist_dlc_ornate_frames -> parent branch
5 Days Ago
rehide large ornate frame item, fix labels
5 Days Ago
Picture Frames - shutter texture update
5 Days Ago
merge from artist_pack_dlc
5 Days Ago
clear cached easel fix
5 Days Ago
Picture Frames - shutter texture for scrap frames (WIP)
5 Days Ago
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
5 Days Ago
added new bed ambiences and wildlife to the islands
5 Days Ago
merge from main
5 Days Ago
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
5 Days Ago
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
5 Days Ago
Uzi Blockout
5 Days Ago
pushing_toast_fix -> main
5 Days Ago
Remove pushing toast log
5 Days Ago
cannon_clipping_fix -> main
5 Days Ago
Apply new cannon values to the camera head animation system
5 Days Ago
Merge from deploy_edit_menu_option
5 Days Ago
wood box game textures updated still wip
5 Days Ago
syncvar_inheritance_fix -> main
5 Days Ago
Paintball Gun - added conditional ammo meshes for worldmodel
5 Days Ago
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
5 Days Ago
Add more navmesh blocking volumes to oilrigs
5 Days Ago
Fix scientists dying spontaneously when patrolling