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97,483 Commits over 3,653 Days - 1.11cph!

1 Year Ago
Merge Main - Trainyard Update
1 Year Ago
subtracting async_loading - client crash investigation
1 Year Ago
merge from main
1 Year Ago
Update import settings for libsqlite3.so to include Linux
1 Year Ago
merge from main
1 Year Ago
Cache CUI Textures & destroy on disconnect
1 Year Ago
Merge from async_loading
1 Year Ago
Add global.asyncWarmup as a convar for client too Defaults to true but when set to false it will turn off running asset warmup in the background and will add it back to the loading screen using the old logic Will only fully work if set on the command line
1 Year Ago
merge from main
1 Year Ago
merge from async_loading
1 Year Ago
Don't use async asset loading when spawning world with preloadConcurrency set to 1
1 Year Ago
Change monument unloading threshold to 24GB of RAM Call UnloadUnusedAssets even if we don't unload monuments, just in case
1 Year Ago
Road tunnel lighting prefab.
1 Year Ago
Fixed typo when using ent_who on signs
1 Year Ago
Road tunnels dressing + lighting progress
1 Year Ago
All airfield lights controlled by switches will also turn on during the day to prevent confusion
1 Year Ago
Arctic base / Made exterior lights that are controlled by light switches also turn on during day time to prevent confusion
1 Year Ago
Maybe a better way of smoothing the line
1 Year Ago
procedural_cave_entrance_a tweaking terrain parameters and topologies, trying to integrate into terrain hillside as seamlessly as possible adding a test map that only loads caves and environment for quick iterating
1 Year Ago
Reduced intensity of the blue color overlay in arctic biome
1 Year Ago
Slightly brightened BuildingDark environment volume type
1 Year Ago
Switched excavator environment volumes to brighter ones
1 Year Ago
procedural_cave_entrance_a scene and basic setup
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
Merge from async_loading
1 Year Ago
Add server-only convar global.asyncWarmup to enable the async asset loader for asset warmup (default true, except on linux) Should revert to the old logic by default on Linux to improve server boot times
1 Year Ago
Fixed NRE when attempting to report offensive content when not in a server
1 Year Ago
More tweaks
1 Year Ago
Layout changes Made the seen/friendly/enemy buttons a toggle so it shows what the current state is (and prevents clicking on the same state)
1 Year Ago
A small fix on marketplace terminal
1 Year Ago
Made changes on marketpalce terminal
1 Year Ago
Merge from main
1 Year Ago
Road tunnels progress
1 Year Ago
Store desync of timeSinceLastTick in combatlog
1 Year Ago
Finally fixed all edge cases with mask generation
1 Year Ago
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1 Year Ago
skin approval
1 Year Ago
Road tunnel dressing WIP
1 Year Ago
Baked the spline extruded road tunnels down into standard unity meshes.
1 Year Ago
Fixed grass not growing around powerlines - redid the terrain modifiers a bit
1 Year Ago
vacuum tube anim setup to handle wagons of various heights
1 Year Ago
Testing spline extrusion methods on the mountain tunnels, so that they don't have to curve so much and become worth traversing.
1 Year Ago
Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
1 Year Ago
fixed some material ID mismatch on lightpost_a
1 Year Ago
switched layers on the damaged brick wall set material
1 Year Ago
merge from main
1 Year Ago
Tweaked concrete_f_single set for damian
1 Year Ago
Fixed diving tank worldmodel not having LODs setup properly Added Tools/Optimizer/Convert LODGroup to RendererLod Added Tools/Prefabs/Replacer to replace a bunch of prefabs while keeping their position Removed most LodGroup components from fishing villages (results in visible meshes from a distance when usiong binoculars/scopes)
1 Year Ago
Cull speaker meshes on compound music stage Don't use the aggresiveShadowLod convar on renderers with only 2 states Cull CCTV static arm mesh Cull some small pieces of the marketplace workbench prop