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133,357 Commits over 4,293 Days - 1.29cph!

Today
Switched server to custom build 2022.3.41x1
Today
Final'ish, sans shore fog code fix.
Today
Merge from main
Today
Merge from naval_update
Today
created paintball gun 3p jog and run anims and assigned to holdtype controller
Today
Salvaged Cleaver weapon refresh animation polish pass
Today
merge from indirect_instancing
Today
* 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”.
Today
Icon manifest updated, localization updated
Today
scrap box adjusted box script type to display, added panel title, attached anchors
Today
metal box added icon file, added panel title, added icon component to prefab, updated item file
Today
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
Yesterday
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
Yesterday
Merge from main
Yesterday
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
Yesterday
Merge from io_budgets
Yesterday
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)
Yesterday
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Yesterday
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Yesterday
Convert steering wheel to MeshLOD
Yesterday
Merge from door_alloc_fix
Yesterday
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Yesterday
Merge from cctv_budget
Yesterday
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Yesterday
Subtract merge 140855
Yesterday
Merge from main
Yesterday
WIP on lightup frames
Yesterday
Add a null check in TriggerParent.CheckAllParenting
Yesterday
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Yesterday
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Yesterday
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
Yesterday
initial comps box prefab setup. manifest
Yesterday
merge from naval_update
Yesterday
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
Yesterday
Clear deep sea shore vector data server side when the deep sea closes
Yesterday
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Yesterday
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Yesterday
Apply the previous fix to the floating cities as well
Yesterday
Use temp job allocators for deep water checks
Yesterday
merge from artist_pack_dlc
Yesterday
merge from artist_dlc_ornate_frames -> parent branch
Yesterday
rehide large ornate frame item, fix labels
Yesterday
Picture Frames - shutter texture update
Yesterday
merge from artist_pack_dlc
Yesterday
clear cached easel fix
Yesterday
Picture Frames - shutter texture for scrap frames (WIP)
Yesterday
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
Yesterday
added new bed ambiences and wildlife to the islands
Yesterday
merge from main
Yesterday
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder