reporust_rebootcancel

145,545 Commits over 4,444 Days - 1.36cph!

10 Months Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
10 Months Ago
Remove alloc in ExtractMesh
10 Months Ago
enabled shadows on sleeping bag model
10 Months Ago
rename and reorganise media
10 Months Ago
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10 Months Ago
Phrases
10 Months Ago
Add more media for exhibit pack
10 Months Ago
Check for storage adaptor too
10 Months Ago
Merge from naval_update
10 Months Ago
subtract Attackheli_Buildvolume 129549
10 Months Ago
merge from string_light_batching_crash
10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
merge from spotlight_research/Chandelier_power
10 Months Ago
Merge from deep_sea
10 Months Ago
10 Months Ago
Fixed incorrect pickup message
10 Months Ago
Fix wall cabinet being able to be picked up when locked
10 Months Ago
Fixed the ceiling light top bleed Fixed secondary light being a different color Removed distance flare (not used for player spawned stuff) Slightly lowered LOD cull distances as they were carried from some static lights. Small polish on light/shadow settings.
10 Months Ago
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10 Months Ago
Merge from naval_update
10 Months Ago
Merge from main
10 Months Ago
set fabric and leather beanbags to give same recycle output as chair
10 Months Ago
Turned shadow casting off floating walkway kits to improve perf
10 Months Ago
changed leather beanbag pickup from fabric to leather
10 Months Ago
Updated mannequin part paths
10 Months Ago
Fix label TC auth not working properly when the player has no building priv
10 Months Ago
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them. This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile. - Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: PlayerCache can no longer desync when disabling UsePlayerUpdateJobs - Optim: removed couple extra allocs in UsePlayerUpdateJobs 2 Tests: ran unit tests + bunch of disable-enable of UsePlayerUpdateJobs in local session
10 Months Ago
Merge: from main
10 Months Ago
Bugfix: invalidate all non-null managed objects - Previously it allowed for UnityNull objects to be skipped, leading to desync of StableObjectCache Tests: ran PlayerCacheTests.StressTest - it now passes
10 Months Ago
Update: ammend PlayerCacheTests.StressTest to trigger cleanup causing desync with StableObjectCache Tests: ran test, failing as expected
10 Months Ago
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10 Months Ago
Fixed clipping issue with life ring
10 Months Ago
Optim: UsePlayerUpdateJobs 2 - get rid of ExecutionContext copies when aggregating tasks in SendEntitySnapshots and -WithChildren Tests: none, trivial change
10 Months Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
10 Months Ago
Add culling based on distance
10 Months Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
10 Months Ago
small engine blockout for modular boats
10 Months Ago
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
10 Months Ago
Rebase on /main 🤞🏻
10 Months Ago
Optimise laser beams by moving them to jobs
10 Months Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
10 Months Ago
PT Boat Naming Update
10 Months Ago
Merge from main
10 Months Ago
fluorescentlight userCraftable fix
10 Months Ago
Merge: from sleepignbag_assign_to_friend_bug - Bugfixes for sleeping bag friend assignation, making private and "make bed" action not replicating to the new owner fully - Added sleepingbag.assigntoplayer <bag entity id> and clearfromplayer <bag entity id> server vars for testing Tests: spawned sleeping bag and bed and used above functionaility while assigning/clearing from self - was visible on map when expected.
10 Months Ago
added extra col shapes to deck crane and fixed smoothing on LOD3
10 Months Ago
Merge from scientist_rhib
10 Months Ago
Bugfix: fix Make Bed and Set Public bed interactions Tests: spawned a bed_deployed, assigned to self, made public (visible on map), cleared from self (no longer visible), used make bed (visible). Made private - still visible on map