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132,103 Commits over 4,262 Days - 1.29cph!

7 Minutes Ago
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
49 Minutes Ago
Merge from space_station_weapon_skin
50 Minutes Ago
Update: hook up PersistentObjectQueue as well - consolidate work scheduling to AddTo-/RemoveFromActiveTriggers - fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already) Just the most complicated version left - custom queue with jobs Tests: jumped on and off from moving boat
51 Minutes Ago
Merge from lr300_mag_drop
2 Hours Ago
- Some dynamic sizing so the profiler plays better on smaller screen sizes - Add large overall scroll view, so we can scroll around the main view if its too small
3 Hours Ago
added new sounds for the salvaged axe
3 Hours Ago
merge from cargo_ladder_fix
3 Hours Ago
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.
4 Hours Ago
component armour box
4 Hours Ago
Updating paintball gun qorld model rig with new mesh
5 Hours Ago
merge from entity_label_fixes 🏷️
5 Hours Ago
Updating paintball gin hierarchy
5 Hours Ago
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
5 Hours Ago
Run entity label clean tool Run manifest Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
5 Hours Ago
Fix bug causing incorrect labels for some entities
5 Hours Ago
Adding crude gesture v4 anim fbxs
6 Hours Ago
setting up paintball gun 3p animations
Today
Update: hooked up the crude queue, added server var - partial codegen (Grid<T> borkage) - Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache Can move on to other queue impls Tests: craggy, toggled default and batched mode
Today
merge from main
Today
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
Today
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself Fixes ghost ship loot respawning on server restarts S2P all islands again, missed some spawn groups that were still disabling save
Today
Paintball Gun - added more tape to hopper
Today
merge from main to fix playmode
Today
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
Today
update from main
Today
Merge: from main
Today
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
Today
fixed isredirect of on rpg so it now skins back to rocket launcher
Today
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
- Remove logs - Codegen - Cleanup
Today
Fixed ores respawning
Today
Fixed deep sea manager not generating the island navmeshs after loading a save, causing the island scientist to never spawn Fixed ores respawning Added deepsea.printloot command
Today
Male Mummy wraps reposed
notifications_indicator_fix_2 -> main
Dont read all noticies on init
Merge from space_station_weapon_skin
main -> notifications_indicator_fix_2
main -> mountplayersync_ai_bypass
- Added CLIENT/SERVER seperate profiling versions - Cleanup - Codegen
network_profiler_accumulate_packets -> main
- Swapped detailed packet profiler from an array over to a concurrent collection - Append new packets to a prexisting list rather than worrying about indicies and a fixed array size - Snapshot size finally reflects packets captured
Today
merge boat perf optimizations to main
Today
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Today
Mummywraps female top and bottom reposed
Today
Use child entity count for MotionToggle cache invalidation.
Today
Merge from parent
Today
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
Today
Wrapped the new time tracking in editor defines
Today
TC's now cache their allowed construction items in a ListHashSet for faster checks Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt