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129,858 Commits over 4,232 Days - 1.28cph!

Today
Add PlayerBoat.MaxBlockCount convar. Add validation and error message.
Today
Merge: from hackweek_jit_explorer - New(editor): Tools/Engine/Jit Viewer that allows to inspect native instruction output from JIT compiling managed methods Tests: used Jit Viewer to inspect BasePlayer::ServerUpdate. Ran perfsnapshot in C+S editor
Today
Update: consolidate various editor tools in Tools/Engine Tools top menu still doesn't fit on my 1080p screen .-. Tests: checked the Tool menu
Today
Update: Update ServerProfiler.Core binaries to release - built from 6737a87e Tests: perfsnapshot in editor, used jit viewer
Today
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture
Today
Switch new convars to replicated for UI. Add BoatBuildingStation.EditFinishUseInterval convar. Small refactor.
Ensure boats dont wander out of protection areas (if they have one)
Today
Merge: from main
Update to version 1.13.11
Today
npc aim refactor first pass
naval_update -> scientist_boat_ai
naval_update -> turret_head_animations
Today
Added PlayerBoat.EditEnabled and PlayerBoat.FinishEditingEnabled convars.
naval_update -> blueprint_viewmodel
Today
Merge from parent
Today
fixed setcolormenu not showing properly
Today
better additive sculpting plane handling, only paints onto plane and doesn't create towers of additive shapes
Today
updated manifest
temp playground.charms scene
Today
Slight tweak to emissive map
Today
fixed OBB rotation being in the wrong space
Today
codegen
Today
merge from main
Today
merge from attachment_reposition
Today
merge from main
Today
added boat door icon
Today
Adjusted orange deploy guide to not be so bright
Today
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
Today
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
Today
CodeGen
Today
Merge from floating_cities
Today
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
Today
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
Today
Rebase on /main
Today
Merge from parent
Today
Today
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
Today
Inputs as well
Today
Recalculate final position of line for outputs (still need inputs)
Backpack charms
Today
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Today
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Today
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam Marked some button lists as non static so domain reloads can be disabled, still has some issues
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Arctic biome stuff
Yesterday
AccessoryManager prefab wip implementation
Yesterday
merge from main
Yesterday
Frogboot charm art assets & prefab setup
Yesterday
Arctic biome revamp