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136,868 Commits over 4,324 Days - 1.32cph!

Yesterday
merge from boxes_dlc
Yesterday
made new prefab guides for explosives and comps so they have glass in the guide, and hooked up lod0s for guns, metal, scrap and stone instead of lod1 for guidemeshes
Yesterday
update from main
Yesterday
update from main
Yesterday
rebase on main
Yesterday
set 'mounted animation speed' to 1 in chair.icethrone prefab
Yesterday
Add error icon next to the domain reload toolbar toggle to make it more clear that it shouldn't be used in CLIENT or SERVER modes.
Yesterday
clothing box - lods
Yesterday
added packet batching and AuthToken to sent packets
Yesterday
Merge from main
Yesterday
Hook up forward drag display to boat building UI
Yesterday
exported ice throne 3p idle anim and enabled 'force idle animation' tick box in chair.icethrone prefab
Yesterday
Merge from main
Yesterday
quick fix to shop model
Yesterday
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Yesterday
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
Yesterday
Reapply tutorial island mesh, apply correct orientation
Yesterday
work on prefab for rentable shop E
Yesterday
Merge: from serverprofiler_disable_memstates - Update: added extra safety try-finally Tests: none, trivial change
Yesterday
Update: missed an extra try-finally in perfsnapshot_stream Tests: none, trivial change
Yesterday
Merge: from main
Yesterday
Revert change to tutorial island mesh in #144520, it borked the island
Yesterday
Merge from tutorial_island_mesh_fix
Yesterday
Merge: from serverprofiler_disable_memstates - Bugfix for running multiple capture commands without waiting for completion of initial - Bugfix for memstats parsing exception (disabled memstats recording) Tests: couple 128mb perfsnapshot_stream in editor
Yesterday
Bugfix: perfsnapshot/_stream - set exportDone to false when starting recording - wrapped inner task logic into a try-finally to ensure exportDone latch is released Well this is a derp up, the safety latch was in place for a year but never worked because I never engaged it. Whoops. Tests: done perfsnapshot_stream 128mb as another one is exporting - no crash, got message
Yesterday
merge from main
Yesterday
Update: ServerProfiler.Core - disable system memory tracking - release binaries built from 25d14ef0 Its too unstable and overengineered, will rework later Tests: perfsnapshot_stream 128mb of data - no system memory tracks in json
Yesterday
Merge: from tracespheres_optim - Bugfix for exceptions when shooting Tests: shot the ak on Craggy in editor
Yesterday
Bugfix: VerifyRays/Spheres - early out if passed empty command set Fixes exceptions when shooting Tests: shot ak on Craggy in editor
Yesterday
Merge: from main
Yesterday
merge from fresh_water_fix
Yesterday
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
Yesterday
Debug log forward drag and drag table as building boat
Yesterday
Re-apply yesterdays shelved changes, separating drag calc functionality out so it can work without a boat (wip, but maintains current functionality still)
Yesterday
re-enable isDynamic on shipping containers onboard cargoshiptest and trawler_D ghost ship
Yesterday
re-factored shipping container prefabs, placed decals
Yesterday
Pull DragByAngle out of PlayerBoat into separate DragByAngle
Yesterday
Bump drag ddraw to 30 seconds
Yesterday
SplashableStaticGrid is now PartialMobileStaticGrid Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
Rin
Yesterday
merge from save282 - staging wipe
Rin
Yesterday
save++ persistance++
Rin
Yesterday
Merge from item_field_fix
Yesterday
Disable object motion vectors on model prefabs
Yesterday
Merge from boat_aim_sway
Yesterday
Apply boat aim sway if the player is mounted to an entity on a boat ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)
Yesterday
Merge from main
Yesterday
Change find source prefab code to ignore the model source asset when setting motion vector settings
Yesterday
Merge from baked_mesh_optim
Yesterday
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
Yesterday
Merge from main