reporust_rebootcancel

137,370 Commits over 4,352 Days - 1.32cph!

18 Minutes Ago
Budget the main thread part of navmesh building
1 Hour Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
1 Hour Ago
naming conventions, small tweaks
1 Hour Ago
manifest, bounds fixes, guide fixes
1 Hour Ago
apartment wood stove
2 Hours Ago
Loadouts tab baseline
3 Hours Ago
updated item definition on bunny suit
4 Hours Ago
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4 Hours Ago
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
4 Hours Ago
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4 Hours Ago
exported latest salvaged axe v model anims
5 Hours Ago
Fixes
5 Hours Ago
Updated BunnySuit
5 Hours Ago
Updating krieg backpack skinning and burst cloth
5 Hours Ago
Remove _CommandID shader property to not ever confuse any shader compilers
5 Hours Ago
Fix incorrect cleanup on load fail
5 Hours Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
5 Hours Ago
Camping Cooker update
6 Hours Ago
fix animator after merge conflicts, fixed wheel rotation and mount positioning
6 Hours Ago
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
6 Hours Ago
Bunny Suit item update
6 Hours Ago
Bunny Suit setup
Today
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Today
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
Today
Started cleanup
Today
fix server build
Today
Fix tilesLoaded never being incremented, causing loading to fail
Today
Fix crash
Today
Updating krieg skeleton asset
Today
Fixed modular car fuel tank not connectable to anything
Today
Add missing lod2 to emission toggle
Today
Render single-draw commands through Graphics.RenderMeshIndirect()
Today
Remove the placeholder "cancel" menu option.
Today
Updating krieg hazmat burst cloth and skinning
Today
Add item name & icons to radial menu. Only show radial menu if there's more than one item that responds to lighttoggle. Run lighttoggle instantly on press if there is only one item. Misc fixes/functionality. Ready to start refactoring and cleaning up.
Today
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
Today
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Today
Enabled LZ4 high compression
Today
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
Today
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Exposed rebar texture
Today
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
Today
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
Today
Fixed ocean topology in launch site, potentially other monuments
Today
Check Unity object lifetime before calling onVisibilityChanged callback
Today
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
Today
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
Today
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
Today
merge from the deployguide box fix branch
Today
re-linked up prefab deploy guides on comps, meds, explosives and meds box skins