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136,995 Commits over 4,474 Days - 1.28cph!

Pooltable: - Groundwatch fixes - Various layer/setup fixes - Rotation fixes
Today
masterkey prefab set up WIP -viewmodel with animator -worldmodel prefab setup - placeholder icon - entity setup - item setup (using keycard) - 3p override controller - placeholder viewmodel anims
Today
build compile fix
Today
Hackable crates correctly saveload their state (timer progress, whether its been looted, etc.) Some cleanup on the script
Pooltable: - Remade all colliders as primitives - Better deploy and prevent build volumes
Today
Creating avatar for keys rig
Today
Adding keys world model rig
New events to cover basic clan usage and to reduce allocations in apartment events.
Today
merge from main
Today
fixed hardcoded data bounds in admin view
Today
merge from cui_updates
Fix pooltabel groundwatch not working
Today
Merge from main
Today
Fixed escape opening the menu when having the pie menu open Added UIEscapeCapture which now cleanly handles escape closing events for the pie menu in instances where the pie remains open after releasing keys (eg. when using `input.radial_menu_mode 1`)
Today
merge from console_optims
Today
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
Today
merge from main
Today
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
Today
merge from bootstrap_optims
Today
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
Today
Update: rewrite ToStreamForNetwork to be thread safe - EntityMemoryStreamPool is now a concurrent queue Now, theoretically, we just throw it at threads and drink champagne Tests: craggy, built a base and checked decay timer
Yesterday
Descent save fix
Yesterday
Update: initialize every SaveInfo with ThreadSafeTime.TakeSnapshot - also removed some jobs 2 code I missed previously Tests: on craggy rode a horse, built a base, checked decay timer was updating as I added/removed resources
Yesterday
Deploy animation added to pool set
Yesterday
updated sculpting menu items
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Bugfix: avoid multiple BuildingPrivilege.CalculateProtectedMinutes calls in a frame for 1 entity Atomic latch wasn't correctly checking if it was updating from an old value only, so we could CompareExchange(1,1,1) and pass Tests: none
Yesterday
merge from menuwarmup_editor_optims
Yesterday
assign new pedestal for gui
Yesterday
Added PrefabInformation to Satellite.entity for death screen. Setup name, no icon to use yet.
Yesterday
Merge from satellite_crash
Yesterday
Manifest
Yesterday
Fixed home's hero video init issue when using no menu warmup mode
Yesterday
Added Disable Game UI editor pref, disables the game ui (don't need it sometimes when working on main menu stuff) Saves around a sec
Yesterday
reduced block size to fit pedestal better
Yesterday
Merge from playermaintainedmonuments
Yesterday
Added Disable Dev Tools Warmup editor pref, skips the dev tools tabs warmup until first opened Saves ~0.3s when entering playmode
Yesterday
Disable menu ui warmup editor pref now skips instantiation of the menu pages completely, they get created on first navigation instead Saves ~2.5 seconds when entering playmode, without disabling the menu ui completely (at the expense of stalls when opening the menu tabs for the first time)
Yesterday
world model for masterkey, LODs and collision
Yesterday
merge from main
Yesterday
Adding master key viewmodel rig
Yesterday
Merge from reyclebin_storage
Yesterday
Static check
Yesterday
Pool table view model turn animation updates + adding extra idle poses and stepping anims
Yesterday
merge from main
Yesterday
Removed the shader level setting under the graphics settings as it is no longer in use
Yesterday
merge from main
Yesterday
Fix more compile errors
Yesterday
Fix server compile issues and bad shader merge