reporust_rebootcancel

132,798 Commits over 4,293 Days - 1.29cph!

Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
Yesterday
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
Yesterday
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Yesterday
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
Yesterday
merge from fix_foundation_clipping_rocks -> main
Yesterday
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now - made the relevant antihack convars replicated
Yesterday
merge from clearinventory_clothingchanged_fix
Yesterday
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Yesterday
Emission texture & mat for the deep sea buoy.
Yesterday
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
Yesterday
merge from custom_icon_pooling_fix
Yesterday
Fixed a pooling bug with custom item icons
Yesterday
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
Yesterday
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Yesterday
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
Yesterday
Fixed slightly floating crate on docks
Yesterday
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
Yesterday
merge from main -> fix_foundation_clipping_rocks
Yesterday
Add god rock & anvil rock on the separate island on craggy for testing purposes
Yesterday
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Yesterday
travelling_vendor_spawn_prechecks -> main
Yesterday
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
Yesterday
Hooked up missing canvas materials
Yesterday
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Yesterday
codegen
Yesterday
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
Yesterday
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
Yesterday
merge from main
2 Days Ago
sign_painting_ui_escape -> main
2 Days Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
2 Days Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
2 Days Ago
autoturret_improvements -> main
2 Days Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
2 Days Ago
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
2 Days Ago
fixed a floating junkpile in excavator_yaw prefab excavator S2P
2 Days Ago
Remove RTVoice again
2 Days Ago
Corpse setup for scrap component box
2 Days Ago
main -> autoturret_improvements
2 Days Ago
Some deep sea cleanup and pool leak fixes
2 Days Ago
Merge from naval_update
2 Days Ago
Fixed NRE when no results are loaded Fixed Clear Result button not working Load default test list path by default
2 Days Ago
Fix player models continuing to play animations in demos when paused.
2 Days Ago
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2 Days Ago
Map marker edit UI now appears above fog of war
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from main
2 Days Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.