reporust_rebootcancel

136,606 Commits over 4,324 Days - 1.32cph!

Just Now
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
18 Minutes Ago
freshwater_fix
18 Minutes Ago
Revert to a better cs: #144447
19 Minutes Ago
added ddraw to playerboat.lookatdragbyangle command
20 Minutes Ago
freshwater_fix -> main
21 Minutes Ago
Revert proc map to #142609
47 Minutes Ago
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
49 Minutes Ago
merge from collider_cleanup_feb_26
49 Minutes Ago
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
55 Minutes Ago
server_browser_obfuscation_fix -> main
56 Minutes Ago
Dont obfuscate ping assmembly
55 Minutes Ago
Ordering changes
1 Hour Ago
merge from deepsea_fixes
1 Hour Ago
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
1 Hour Ago
merge from junkpile_water_clip_fix
1 Hour Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
1 Hour Ago
merge from main
2 Hours Ago
merge from main
3 Hours Ago
ammo box - fix lod assignment in art prefab, disabled shadows for lod3
3 Hours Ago
wood box - unlinking prefab as variant of original box prefab
3 Hours Ago
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comps box gibs and corpse
4 Hours Ago
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4 Hours Ago
merge from main
5 Hours Ago
Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
Today
Merge from baked_mesh_optim
Today
Apply proper bounds, fixes terrain rendering
Today
Merge from main
Today
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Today
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main -> sendmodelstate_optim
playerboat_deployable_snapping -> main
Dont use root - was grabbing the boats rotation
Snapping now works as well on boats as it does on land. Boat snapping has slight spacing between it when compared to land spacing, this is to accomodate the up and down motion of the waves
Today
Merge from main
Today
- TerrainHoles support - Add compute blit when using R16 format - Only create R16 map when enabled - Change low res heightmap to use full uint16 range - Initialise groupthread min and max at texture bounds to fix border values
Today
Revert to version of NMS scene from 140572 (with broken rock references) Reapply no respawn zone Fixes NMS not spawning
Project y directions rather than assuming y = 0
Today
Merge from static_bbs
Today
S2P islands
Today
Reduced magnet force Only apply magnet force on one boat at a time, the closest
Turn other instances of Vector3.up into ent up
Today
Static boat stations won't pull in anchored boats
Today
Merge from main
Very basics to setup deployable snapping on player boats. Still hard to do anything in large waves
Today
Prefix the frame count in all midi debug messages
Today
Added midiconvar.bufferProtection, prevents more than one identical midi binding firing in a single frame May help midi bindings/stream decks continue to work after the MIDI changes in Win11 25h2
Today
Server compile fix
Today
Fix save corruption issue