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123,848 Commits over 4,171 Days - 1.24cph!

2 Years Ago
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea) Clamp instanced rendering distance from 500 - 2500 Take lower of draw distance vs instanced render distance when culling Run codegen to apply convar descriptions
2 Years Ago
Add description to all convars
2 Years Ago
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2 Years Ago
Add clientside performance analytics for instanced rendering - culling time - draw calls - render distance - size of compute buffers & arrays - mesh count - prefab count - entity count
2 Years Ago
Shockwave improvements
2 Years Ago
merge from weapon_racks/missing_items
2 Years Ago
Tweaked bypass tunnels to add more clearance for trains
2 Years Ago
Slightly tweaked caboose spotlight position
2 Years Ago
Fishing rod
2 Years Ago
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering Disable shadow culling by default
2 Years Ago
Fix meshes with skins registering a extra renderer
2 Years Ago
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering Remove some redundant convars
2 Years Ago
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
2 Years Ago
Setup Varying Pistol Ammo World Models to change depending on stack size Renamed Pistol Ammo World Model Variations to match naming conventions
2 Years Ago
Setup Varying Rifle Ammo World Models to change depending on stack size Renamed Rifle Ammo World Model Variations to match naming conventions
2 Years Ago
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
2 Years Ago
Cleanup culling code
2 Years Ago
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2 Years Ago
Enable GPU instancing on brick roof material
2 Years Ago
Run Initialize() when leaving server to cleanup all arrays Cleanup code of all schedulers
2 Years Ago
Fixed Abyss Torch being lit when dropped.
2 Years Ago
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2 Years Ago
Jackhammer
2 Years Ago
Setup Varying Handmade Shell World Models to change depending on stack size Renamed Handmade Shell World Model Variations to match naming conventions
2 Years Ago
Molotov
2 Years Ago
Prototype Hatchet Prototype Pickaxe
2 Years Ago
Setup Varying Shotgun World Models to change depending on stack size Renamed Shotgun World Model Variations to match naming conventions
2 Years Ago
Concrete pickaxe
2 Years Ago
Concrete hatchet setup
2 Years Ago
Added and Setup Spanner Props Prefab
2 Years Ago
merge from building_skins_3
2 Years Ago
merge from august_art_bugfixes
2 Years Ago
frontier skin models / gibs / colliders and texture atlases
2 Years Ago
merge from main
2 Years Ago
Fixed thatched wall by roof side Z-fighting when placed side by side
2 Years Ago
softened side conditional colliders of brick roof to avoid block
2 Years Ago
Pumpjack changes
2 Years Ago
Fix for rotation indicator display
2 Years Ago
Protection properties for unpacked parachute Parachute is now saved and allows sleeper mounting for nexus shenanigans
2 Years Ago
merge from /col
2 Years Ago
Collision tweaks
2 Years Ago
Fix out of range NRE
2 Years Ago
Added overridePickupTime to entity pickup settings, parachute takes 12s to pick up
2 Years Ago
Fixed backpack notifies not working after 85060
2 Years Ago
Reworked parachute repacking process, instead of adding an "unpacked' parachute to the players inventory when landing the unpacked parachute now gets dropped in world space Player can pick it up like any other item to repack it
2 Years Ago
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
2 Years Ago
Rework how we update the current backpack item since we don't send the main item container to other players Use the player's save data to store a current backpack item id so it's always accessible to everyone
2 Years Ago
Merge TugboatJuly -> Main
2 Years Ago
Disable Water5 correction forces on tugboat - rule out ApplyCorrectionForces as the cause of the sinking reports
2 Years Ago
Functional ground effect