reporust_rebootcancel

132,908 Commits over 4,293 Days - 1.29cph!

2 Days Ago
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2 Days Ago
Added a UV channel selector drop down for the detail normal map on the StandardWithDecal shader. Also renamed Decal Bump Map Scale to Decal Bump Map Intensity
2 Days Ago
gesture animation updates and blowpipe adjustments
2 Days Ago
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
2 Days Ago
Some code cleanup
2 Days Ago
merge from naval_update
2 Days Ago
meta deleted
2 Days Ago
merge from main
2 Days Ago
Merge from main
2 Days Ago
Added inflated normal bias based on normal recontruction from depth
2 Days Ago
Merge from main
2 Days Ago
Merge from main
3 Days Ago
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
3 Days Ago
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
3 Days Ago
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3 Days Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
3 Days Ago
merge from fix_foundation_clipping_rocks -> main
3 Days Ago
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now - made the relevant antihack convars replicated
3 Days Ago
merge from clearinventory_clothingchanged_fix
3 Days Ago
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3 Days Ago
Emission texture & mat for the deep sea buoy.
3 Days Ago
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
3 Days Ago
merge from custom_icon_pooling_fix
3 Days Ago
Fixed a pooling bug with custom item icons
3 Days Ago
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
3 Days Ago
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3 Days Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
3 Days Ago
Fixed slightly floating crate on docks
3 Days Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
3 Days Ago
merge from main -> fix_foundation_clipping_rocks
3 Days Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
3 Days Ago
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3 Days Ago
travelling_vendor_spawn_prechecks -> main
3 Days Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
3 Days Ago
Hooked up missing canvas materials
3 Days Ago
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3 Days Ago
codegen
3 Days Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
3 Days Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
3 Days Ago
merge from main
3 Days Ago
sign_painting_ui_escape -> main
3 Days Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
3 Days Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
3 Days Ago
autoturret_improvements -> main
3 Days Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
3 Days Ago
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
3 Days Ago
fixed a floating junkpile in excavator_yaw prefab excavator S2P
3 Days Ago
Remove RTVoice again
3 Days Ago
Corpse setup for scrap component box
3 Days Ago
main -> autoturret_improvements