reporust_rebootcancel

126,923 Commits over 4,201 Days - 1.26cph!

6 Days Ago
▌▋▋▋ ▅▍▋▉ ▊▌▍ ▉▇▊▉█▅▊ ▌▅▅▉▋▌▋▆ ▄▉▅▅▇ ▍▅▍█▇ ▆▌▅█ ▅▅ ▇▉ ▅▆▍▌▍▊█▉ ▉▆▉ ▇▍▍▄ ▌▍ ▆▇▉█▍ ██ ▆▅▆ ▇██▄▍▅▅▊▉
6 Days Ago
Anchor sockets wip
6 Days Ago
Updating small ramp skinning
6 Days Ago
AI Debug Disable (Gunning for Ians Job Patch)
6 Days Ago
Merge from gpu_frametime_logging
6 Days Ago
Merge from shader_cascades_light_leak_fix
6 Days Ago
merge from naval_update/deep_sea
6 Days Ago
Adding 50 cal rear single rig
6 Days Ago
created boat small ramp anim controller
7 Days Ago
Material Fix front turret
7 Days Ago
Merge from boat_building
7 Days Ago
Codegen
7 Days Ago
Beachside fixes.
7 Days Ago
Spawning new player_model prefab with baker component for NPC's
7 Days Ago
floating city 2 HLOD rebake, s2p
7 Days Ago
Merge from parent
7 Days Ago
Merge from main
7 Days Ago
merge from baseplayer_vis_nre
7 Days Ago
Spawn improvements.
7 Days Ago
Experimenting with a skinned mesh baker to swap out static NPC's with static meshes at a distance Setup baker component, currently spits out a series of static meshes for the given lod level Very WIP
7 Days Ago
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
7 Days Ago
Fixed all kinds of problems with the mesh variant of the tropical terrain material.
7 Days Ago
Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
7 Days Ago
Merge from spray_fixes_oct_2025
7 Days Ago
Merge from server_wipe_time_of_day
7 Days Ago
Merge from player_model_perf_improvements
7 Days Ago
Add debug.disable_distant_sleepers convar to toggle/compare new animator disabling logic, defaults to on Will take 10s for animators to fully disable when convar is turned on
7 Days Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
7 Days Ago
Reset default server starting time to 9, was set to 12 when testing fog volumes back in August Override craggy island to start at 10 for better visuals while playing in editor
7 Days Ago
Merge from coop_prod_fix
7 Days Ago
Merge from spray_fixes_oct_2025
7 Days Ago
Merge from cinematic_play_fallback
7 Days Ago
merge from canvas_debug_command
7 Days Ago
Fixed debug.printanimators double names in the inactive row
7 Days Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
7 Days Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
7 Days Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
7 Days Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
7 Days Ago
Fix NONE compile error in Shield.cs
7 Days Ago
merge from dynamic_occlusion_pausing -> main
7 Days Ago
Fix compile errors
7 Days Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
7 Days Ago
merge from industrial_pipe_batching -> main
7 Days Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
7 Days Ago
merge from industrial_pipe_batching -> main
7 Days Ago
Make `batch_industrial_pipes` a non-admin convar
7 Days Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
7 Days Ago
Slightly optimise command reordering