reporust_rebootcancel

136,966 Commits over 4,474 Days - 1.28cph!

Today
assign new pedestal for gui
Today
Added PrefabInformation to Satellite.entity for death screen. Setup name, no icon to use yet.
Today
Merge from satellite_crash
Today
Manifest
Today
Fixed home's hero video init issue when using no menu warmup mode
Today
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
Today
reduced block size to fit pedestal better
Today
Merge from playermaintainedmonuments
Today
Added Disable Dev Tools Warmup editor pref, skips the dev tools tabs warmup until first opened Saves ~0.3s when entering playmode
Today
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)
Today
world model for masterkey, LODs and collision
Today
merge from main
Today
Adding master key viewmodel rig
Today
Merge from reyclebin_storage
Today
Static check
Today
Pool table view model turn animation updates + adding extra idle poses and stepping anims
Today
merge from main
Today
Removed the shader level setting under the graphics settings as it is no longer in use
Today
merge from main
Today
Fix more compile errors
Today
Fix server compile issues and bad shader merge
Today
Fix TerrainAlphaScanner compile error
Today
Merge from main
Today
Remove shader debug pragma
Today
Fix holes rendering an extra instance
Today
Merge from main
Today
Merge from vm_attachment_swap_fix
Today
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
Today
Setup holes on foundations just for testing
Today
Update SoftMask static constructor to use unity's TypeCache lookup structure instead of iterating over every type in every assembly Was taking 3.5s every domain reload, now takes 4ms Editor only, still iterates over every assembly in a build (but only on boot)
Today
Terrain sample optimisations and toggles for testing, use vertex sampling for biome and normals, cull layer samples more aggresively, and use max layer only for parallax
Today
Add compatibility with old Terrain_AlphaMap, switch back to old alpha map for now
Today
Satellite stuff WIP
game_room_dlc -> main
Compile fixes
Pool: - Add test sounds when hitting cue - Add test sounds when pool balls hit each other
Today
Fix oil rig switch turning off when server restarts S2P oil rig Will require fresh server wipe
pool: - sound effect on mounting
New pool controls that more closesly resemble real pool - Hold Left Click to be able to adjust power - Pull Back / Push Forward will adjust power - Quickly pushing forward will actually hit the ball
Today
Merge from attachment_fx_fix_2
Today
Changed mod_attach and silencer_attach sound defs to use the tiny sound, reduces it's max audible distance from 60 -> 20 (although due to the falloff it's more like 10m)
Today
merge from server_inventorydeserializing_optims
Today
Server skips fetching all the properties of players steam items when deserializing their inventory Speeds up entering playmode (and runtime server inventory deserializing), can be slow depending on your inv size
Today
Subtract 157916 (we do want these sfx to be audible to other players, just with a smaller distance)
Today
merge from fix_editor_disable_deepsea -> main
Today
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
Today
merge from copy_paste_load_threaded -> main
Today
merge from bootstrap_optims
Today
Load the copy paste files on startup on a background thread - still loads textures and adds to the list of files on the main thread - saves 600ms for my 36 copy pastes - more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
Today
Removed the forced world and prefabs asset scenes activation from bootstrap (they still stream in the background, bootstrap no longer waits on them) Skin viewer activates the prefabs scene when opened for the first time, it keeps waiting for it to be loaded if its not ready to be activated Skin viewer loads bundled workshop skins through a sync path when the async bundle queue is blocked (the world scene holds the queue until its activated it when connecting to a server)