reporust_rebootcancel

121,951 Commits over 4,048 Days - 1.26cph!

1 Year Ago
merge from tutorial_island
1 Year Ago
Single line cleanup
1 Year Ago
Merge from main
1 Year Ago
Adjust spawn location during respawn mission step Add help prompt for looting corpses
1 Year Ago
Added a tutorial help popup on the death screen to communicate how to respawn
1 Year Ago
Don't strip animator on the Hazmat preview suits
1 Year Ago
Strip colliders, animators, and MonoBehaviours from SkinViewer entities
1 Year Ago
Removed old timeline asset. Timing tweaks to cinematic
1 Year Ago
Set up prefabs with animations for all the hazmat suit skins on the store
1 Year Ago
Fixed skins getting cut off in non-square views
1 Year Ago
Expose fade to black time
1 Year Ago
Minor texture edit
1 Year Ago
Help text update
1 Year Ago
Better handling for tutorial islands that time out -Clear the players missions so they can restart the tutorial -Clear the InTutorial flag so they don't get respawned on a non-existent island -Notify the client (if they are connected) that the tutorial has ended to revert the time and weather settings
1 Year Ago
Only disable frustum culling if one of the mirrors cameras is enabled (to avoid an inactive/disabled camera turning off frustum culling)
1 Year Ago
Brutalist church progress
1 Year Ago
Merge from main
1 Year Ago
Impact decal tweaks.
1 Year Ago
Recycle times & light instance fix.
1 Year Ago
Mark new building meshes as readable = true so they work with multidraw
1 Year Ago
Properly fix hemp issue in 93017
1 Year Ago
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1 Year Ago
Collision LOD tweaks.
1 Year Ago
Lower the tutorial base slightly so that the player can more easily get into the front door without jumping
1 Year Ago
Fixed subemitter linkage
1 Year Ago
Fixed inherited rotational bug
1 Year Ago
Add `print_instanced_draw_calls` to print draw calls (including how many are batched by multidraw) Allows us to spot materials that have the wrong settings to help reduce draw calls needing to be submitted by the CPU
1 Year Ago
Merge from gnb_shadow_material_improvements -> gnb_support_new_building_skins
1 Year Ago
Disable worms and grubs from hemp in tutorial
1 Year Ago
Enable instancing on building skin materials
1 Year Ago
Re-run converter on building block prefabs to convert all new building skins to instanced rendering
1 Year Ago
Merge Main -> store-ui
1 Year Ago
merge from test_gnb_memory_leak -> main (fix GNB memory leak)
1 Year Ago
Fix the shadow materials of a bunch of building block renderers
1 Year Ago
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
1 Year Ago
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
1 Year Ago
Add `instantiate_test` command to test new InstantiateAsync() method
1 Year Ago
Update CurrentVersion.cs to 2022.3
1 Year Ago
12k .meta files after it reimported a bunch of textures
1 Year Ago
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
1 Year Ago
Manually commenting out audio import deprecation so it compiles
1 Year Ago
Unity auto-upgrading C# from 2021->2022
1 Year Ago
Fixing subemitter rotational inherentece fuckery WIP
1 Year Ago
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
1 Year Ago
Tighter water reflection probe range, synched with TOD (related to 93000)
1 Year Ago
Fixed water reflections broken during tutorial cinematics
1 Year Ago
Close item store takeover screen when esc is pressed
1 Year Ago
Rough impl of hovering limited store items for a 3D skin view
1 Year Ago
Regenerate protobuf and move some code to partial class Reimplement PostSave() but rename to `PostSaveToDIsk()` to make it clearer Implement bool `isAuthed` on client to fix pooling of SimplePrivilege
1 Year Ago
Serialize Protobuf.Entity on the outbound network thread on the server Deserialize Protobuf.Entity in the inbound decryption thread on the client Change _NetworkCache from MemoryStream -> ProtoBuf.Entity RefCount ProtoBuf.Entity so we can keep it on the main thread as a cache as well as serialize it on network thread Initialize ProtocolParser.staticBuffer on each network thread (can do it automatically later) Remove `netcachesize` convar on the server since we aren't pooling memory streams InvalidateNetworkCache() will now invalidate the Protobuf.Entity ToStreamForNetwork() will Save() then put the ProtoBuf.Entity into the NetWrite ToStream() (normal saving for disk) stays the same Remove PostSave() (easier to remove than reimplement on network thread)