reporust_rebootcancel

136,521 Commits over 4,324 Days - 1.32cph!

Yesterday
Merge: from main
Yesterday
Merge: from remove_old_occlusion_group_logic - Clean: more code removal in unit tests to silence Rider Tests: ran unit tests
Yesterday
Clean: remove more dead code/checks Missed some leftover if(true) style code Tests: ran unit tests
Yesterday
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
Yesterday
Merge: from main
Yesterday
Merge: from main
Yesterday
Merge: from main (yeah, weird one - redo of CL 143929) When I did a server merge from extend_perf_telem, plastic warned me that another change made it to main, but commit bot reported mine merged. In reality it wasn't fully merged, just "attached". This should fix it. Tests: compiler simulator in editor
Yesterday
update from main
Yesterday
merge from cannon_slowdown
Yesterday
merge from redirect_snapping
Yesterday
Deployables can now snap to redirects of itself All the component boxes now snap to each other
Yesterday
merge from boxes_dlc
Yesterday
turned of SRGB on a number of box textures, mostly metal/rough
Yesterday
Merge from main
Yesterday
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Yesterday
run codegen :facepalm:
Yesterday
reenable_mountable_parenting -> main
Yesterday
Re-enable mountable parenting on RHIBs, Player Boats and 50 Cals. Staying away from Cannons + Ballista for now
Yesterday
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
Yesterday
merge from main
Yesterday
merge from hackweek_fill_containers_rand
Yesterday
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
Yesterday
Merge from blendedsoundloops_onvalidate_fix
Yesterday
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate Fixes error spam in editor
Yesterday
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Yesterday
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
Yesterday
Add cvar for controlling cannon hit slowdown on boats
Yesterday
exported updated 3p bone knife anims
Yesterday
Apartment complex b progress
Yesterday
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Yesterday
update from main
Yesterday
Fixed limited store countdown showing "Refreshed in 6 days" when the skins are late
Yesterday
Fixed owned items still showing up at the top of the limited and featured store when featured
Yesterday
Added some arrow buttons and keyboard controls to store galleries (general and limited tabs)
Yesterday
Merge from naval_cleanup_scientist_fixes
Yesterday
Added a new font to support some missing currency symbol Added some missing currencies to the price formatter
Yesterday
Added a way to embed styles in RustControl components instead of having to create new StyleAssets every single time
Yesterday
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
Yesterday
merge from storepage_boxes
Yesterday
Added toast when the deep sea opens
Yesterday
merge from deepsea_fixes
Yesterday
merge from main
Yesterday
Salvaged cleaver audio rework and implementation
Yesterday
merge from main
Yesterday
merge from deepsea_fixes/loot
Yesterday
Terrain collision update tests - Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync - Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area - Add option to use terrain R16 maps, and the active terrain render texture - Use R16 UAV heightmap for compute and terrain vertex shader - Improve camera culling by including min/max height of cell
Yesterday
Apply the same changes to all 4 tropical islands, expecting similar savings
Yesterday
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed 293k tris -> 17k 8.53mb -> 496kb on disk Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
Yesterday
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Yesterday
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root