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135,802 Commits over 4,474 Days - 1.26cph!

6 Months Ago
Bugfix: OcclusionGroupTests - setup valid world bounds for unit tests - added netgroup visibility precondition testing, if that fails, then the test setup is wrong Empty bounds were causing group layers to sometimes become TutorialIsland, which break visibility Tests: ran unit tests, more pass
6 Months Ago
removed hand fidgeting from vm paintball gun idle animation
6 Months Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
6 Months Ago
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands. No longer clips through the base plane, with under-world foliage looking all hacky and bad.
6 Months Ago
Tests: OcclusionGroupTests - add players that spawn as sleepers or dead I assumed newly connected players always spawn as sleepers, but that's wrong - could explain an active NRE. Tests: ran unit tests (most still borked)
6 Months Ago
Updating paddle anims to loop
6 Months Ago
Fixing sit shooting poses with incorrect settings
6 Months Ago
Picture frames - fixed scrap frame materials and updated paintable textures
6 Months Ago
Merge from naval_update
6 Months Ago
Switched server to custom build 2022.3.41x1
6 Months Ago
Final'ish, sans shore fog code fix.
6 Months Ago
Merge from main
6 Months Ago
Merge from naval_update
6 Months Ago
created paintball gun 3p jog and run anims and assigned to holdtype controller
6 Months Ago
Salvaged Cleaver weapon refresh animation polish pass
6 Months Ago
merge from indirect_instancing
6 Months Ago
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
6 Months Ago
Icon manifest updated, localization updated
6 Months Ago
scrap box adjusted box script type to display, added panel title, attached anchors
6 Months Ago
metal box added icon file, added panel title, added icon component to prefab, updated item file
6 Months Ago
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
6 Months Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
6 Months Ago
Merge from main
6 Months Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
6 Months Ago
Merge from io_budgets
6 Months Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
6 Months Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
6 Months Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
6 Months Ago
Convert steering wheel to MeshLOD
6 Months Ago
Merge from door_alloc_fix
6 Months Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
6 Months Ago
Merge from cctv_budget
6 Months Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
6 Months Ago
Subtract merge 140855
6 Months Ago
Merge from main
6 Months Ago
WIP on lightup frames
6 Months Ago
Add a null check in TriggerParent.CheckAllParenting
6 Months Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
6 Months Ago
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
6 Months Ago
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
6 Months Ago
initial comps box prefab setup. manifest
6 Months Ago
merge from naval_update
6 Months Ago
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
6 Months Ago
Clear deep sea shore vector data server side when the deep sea closes
6 Months Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
6 Months Ago
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
6 Months Ago
Apply the previous fix to the floating cities as well
6 Months Ago
Use temp job allocators for deep water checks
6 Months Ago
merge from artist_pack_dlc
6 Months Ago
merge from artist_dlc_ornate_frames -> parent branch