reporust_rebootcancel

131,731 Commits over 4,262 Days - 1.29cph!

4 Hours Ago
naval_update -> mountedturrets_fixes (broken everything)
4 Hours Ago
Merge from naval_update
4 Hours Ago
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
4 Hours Ago
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
4 Hours Ago
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4 Hours Ago
naval_update -> mountedturret_fixes
4 Hours Ago
merge from deepsea_disabled_fix
5 Hours Ago
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
5 Hours Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
5 Hours Ago
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5 Hours Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
5 Hours Ago
fixed skinning issues
5 Hours Ago
Merge from naval_update, revert oilrig scientists
5 Hours Ago
Merge from revert_oildrig_scientists
6 Hours Ago
Convared the distance within players wake up boat scientist AI
6 Hours Ago
merge from spacestation_storepages
6 Hours Ago
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
6 Hours Ago
Use old scientists on both oilrigs
6 Hours Ago
ai.npc_spawn_on_deep_sea_islands default to false
6 Hours Ago
Added Water Bucket Refresh Viewmodel and Worldmodel
Today
Added Water Bucket Textures Setup Water Bucket Materials
Today
Setup Water Bucket Refresh Folder Structure
Today
added in lewis's much better space station building skin cover images
Today
space station media for store - not hooked up yet. Space station icon hooked up to sitem
Today
Fixing cannon mesh loops
Today
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
Today
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
Today
Optim: TriggerParent - cache ToBaseEntity calls Best case they cost us a hash-lookup + alive checks, worst case - hierarchy traversal. We can make do with alive checks only. Tests: built a boat and rode it, put it in edit and reconstructed a foundation
Today
increased culling distance of recycler
Today
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
Today
Update: don't requiry parent exclusion trigger Tests: none, trivial change
Today
Merge: from main
Today
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
Today
Perform application of the motion list transforms in a job for better performance
Today
Merge from main
Today
cannonball explosion sounds and flight loop
Today
Merge from indirect_instancing (also force-disables it for non developers)
Today
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Today
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
Boost visibility of display back elements
Today
Merge from main (to pull in mac_foliage_tearing_fix)
Ammo display llight now works again, and apply fade in to light intensity on deploy
Today
Merge from mac_foliage_tearing_fix
Today
Rebase on /main
Today
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission - Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission - Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
Cherrypick 50cal fixes
Today
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Today
Added NPC and vehicle breakdown to deepsea.printentitycount
Today
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.