reporust_rebootcancel

139,359 Commits over 4,505 Days - 1.29cph!

Today
Fix RRP lightingpass memory leak
Today
Merge from main
Today
Merge from hlod_improvements_aug_26
Today
Codegen
Today
Remove some old debugging code
Fix categories not working properly
Today
do a big pass removing server field resets from vehicle pooling, all tests still pass
Merge from PlayerMaintainedMonuments/analytics
Today
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
Today
Disable tangent import on all collision meshes All collision meshes were calculating and storing tangents that collision geometry never uses. Set tangentImportMode to None, removing around 33 MB of mesh data. Import settings only - no mesh or reference changes.
Today
very wip glyph tests
Today
salvaged hammer refresh work - folder cleanup - removed old anims, models, files - updated naming of 3p anims - tweaked sound event timing on 3p anims
Today
Don't override bestRot before spawning
Look for COl when skipping meshes in building block highlights/upgrade
Today
Applied terrain footprint to rock_formation_small_d to fix terrain gaps when it spawns over terrain erosion gutters - need to do a pass over all similar 'flat' rock prefabs
Today
Added footprint functionality into the CliffSandbox dev scene
More tweaks and improvements. Populate tiles in customizer with options defined in character manifest. Fix two extra races being added for no reason
Today
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn
Today
Fix deployables that are inside multiple rooms not working - assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
Today
fixed small shark .worldmodel weird setup
Today
removed switch on sound event for viewmodel deploy
Today
TerrainAnchorRingGenerator can now also generate a TerrainFootprint for the cliff to outline TerrainAnchor's and mark a perimeter where terrain should raise up to - this eliminates cases where the terrain erosion step creates gutters that rock formations spawn over, leaving a gap under the rock
Today
Normalise 257 collision mesh filenames from _col to _COL Case-only rename for consistency with the other 2,557. GUIDs preserved, no path references, FBX contents untouched - no functional impact. FBX contents and internal mesh names untouched.
Today
CliffSandbox scene can now get the `.map` file from the server's `levelurl`
Yesterday
Always show rooms that are within ~30m of the player - prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate
Yesterday
merge from wtp_maintainables_rework
Yesterday
Merge: from mt_snapshot_savings - Bugfixes for a couple unsafe Save codepaths in Jobs 4 mode - Added debug utility in InvokeHandler to track down a thread race in Jobs 4 Tests: unit tests + gameplay on craggy
Yesterday
Merge: from main
Yesterday
Bugfix: make Underwear.ValidateForPlayer MT friendly on server Fixes BasePlayer saving throwing unity exceptions Tests: changed underwear with Jobs 4
Yesterday
Simple list of doors with transparency for testing
Yesterday
System to generate alpha'd player icons - allows us to setup desired shots with specific lighting setups Manifest system based off Underwear manifest which allows us to link races/body types/hair to icons as well as things like steam items or specific seeds
Yesterday
Add ddraw for network groups for rooms
Yesterday
Bugfix: make FishMount.Save mt friendly - cache fish container index Tests: placed a fish in a trophy display with Jobs 4
Yesterday
Added honey bandage to medical crates and waterwell vendor
Yesterday
exported latest vm glass ar admire animation
Yesterday
Update: wrap InvokeHandler internals in DebugMTLock Tests: booted on craggy and ran around with EnableDebugMTLock
Yesterday
Update: add single-thread reentrant support to DebugMTLock to avoid deadlocks - added unit tests Because of course InvokeHandler is non-trivially recursive Tests: uni tests
Yesterday
fixed muzzle flash fx slight incorrect position on the muzzle brake
Yesterday
When sampling multiple potential destination around an agent, instead of snapping random points to the navmesh, floodfill around the agent and only sample on the reachable polygons - fix 7x spike of 2.64ms on oilrig, when all points land in unreachable navmesh islands, and we waste time trying to path to them and hitting our node exploration cap every time
Yesterday
merge from attchement_lod_fixes
Yesterday
Glass AR - updated weapon rack positions
Yesterday
update from main
Yesterday
Re-apply the steam init reflection hack now it's not needed and tested.
Yesterday
merge from command palette
Yesterday
Fix misaligned caret when the search is empty
Yesterday
Merge from main
Yesterday
Merge from fp_steamworks_steaminput
Yesterday
krieg chainsword small weaponrack positioning
Yesterday
merge back from command_palette
Yesterday
Update: Move UnsafeScriptingAccess and DebugMTLock to Facepunch.UnityEngine - Cleanup empty asms Tests: ran relevant unit tests