reporust_rebootcancel

158,573 Commits over 4,566 Days - 1.45cph!

Today
code cleanup add to budgeted queue
Today
Added proper LOD material and textures for damaged lighthouse lamp stages
Today
Cut ghost now reflects the selected cut shape/area
Today
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
Merge from main
Cleanup
Rin
Today
Removed Blueprint Book spawn chance in PT boat - Sorry this was too good! Blueprint page remains
Today
toggle laserjobs on by default
Today
merge from main
Today
gulls transition to shaders later after takeoff more consistent seeding for randomness
Today
Bunch of LOD optims: - The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells - Camera and player positions are read once per frame instead of by every LOD member - Static LOD members cache their grid position - Mesh and renderer LODs skip their update while their distance stays between the same LOD distances Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
Updated crow flock model with far lod
Today
Fix editor asset loading on case sensitive filesystems
Today
Migrate third-party packages to `EntityId` in preparation for Unity 6.7
Today
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
Today
Fixed remaining missed materials.
Today
Fix scarecrow NRE
Today
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Yesterday
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Yesterday
Codegen
Yesterday
New CullWhenInside combined approach with jarryds and my original fixes joined together - Keep the work queue with its own budget - Bushes are only queued when foundations change
Yesterday
Uzi 3p: fix stock deploy after weapon swap + stock swing on holster - player + world controllers fall back to the stock deploy if the stock flag arrives late - world stock deploy holds idle_stock instead of playing the swing - world animator keeps state on disable so holstering doesn't replay the swing
Yesterday
merge from main stomp local CullWhenInside changes
Yesterday
Refactor, more generic, reusable. Add additional experimental wall rules (wall->window, wall->wall frame, doorway->wall frame). Renovation saw now uses a context based radial menu, showing available renovation/cut options for target construction.
Yesterday
Fixed the volumetric light beam clipping the camera when using the miner hat
Yesterday
merge from saveload_eventschedule
Yesterday
Formatting
Yesterday
Saveload the hours remaining for event schedule events Fixes for example cargo ship being just about to spawn, server restarts and now you have to wait the full cooldown again
Yesterday
merge from scrap_king_building_skin (lightened interior concrete)
Yesterday
scrap king - concrete texture tweaks
Yesterday
Fix PersistentObjectWorkQueues stalling in the editor with skip domain reload Add the attribute to some missing places
Rin
Yesterday
merge from milkicons_fix
Yesterday
removed unnecessary files
Yesterday
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Yesterday
Cherrypick 169400
Yesterday
merge from viewmodel_skinning_update
Yesterday
Merge from main
Yesterday
Remove split shadow culling for now
Rin
Yesterday
merge from pedalbikewheelfix
Rin
Yesterday
merge from procgen_fix_monument_spacing
Rin
Yesterday
merge from procgen_fix_canyon_tunnels
Yesterday
Merge from main
Yesterday
small games wooden table; - game textures - material updated
Rin
Yesterday
merge from carvedpumpkin_lodfix
Rin
Yesterday
merge from cinelightmeshfix
Rin
Yesterday
merge from MeatBurnFix
Rin
Yesterday
merge from planter_guide_fixes
Yesterday
Merge from probe_cameratype_fix
Yesterday
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
Yesterday
Optimize refreshing links after block is spawned & killed - refreshing neighbors was causing faces to be queued multiple times, will now only queue each face at most once after changes