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129,319 Commits over 4,140 Days - 1.30cph!

4 Days Ago
WIP on farm barge
4 Days Ago
Update protobuf deserialization of navdata
4 Days Ago
add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am
4 Days Ago
fix clouds null ref outside play mode (introduced with demo timescale fix)
4 Days Ago
Fix compile errors
4 Days Ago
Fix query vis job runner not ignoring terrain holes.
4 Days Ago
Chandelier raise/lower interaction priotity logic
4 Days Ago
Rebase on current /main
4 Days Ago
Update: slightly more landscaping Tests: none, trivial changes
4 Days Ago
merge from main 128267
4 Days Ago
merge from projectiled_batched_demo_fix
4 Days Ago
merge from background_flickering_fix
4 Days Ago
merge from tutorial_video_fix_2
4 Days Ago
Merge from ./command_buffer_indirect because I'm stupid
4 Days Ago
Revert model importers and materials to the state they have on /main
4 Days Ago
merge from steaminventory_price_fix
4 Days Ago
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
4 Days Ago
(WIP) SIMD frustum culling implementation
4 Days Ago
merge from vanilla_techtree_fix
4 Days Ago
merge from vanilla_techtree_fix
4 Days Ago
Update: being brave and replacing an if-continue with an assert Tests: none, read through code to confirm it should hold
4 Days Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
4 Days Ago
reduce the amount of smoke, lower volume of sfx
4 Days Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
4 Days Ago
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Merge from /main
4 Days Ago
Merge from ./vram_budget
4 Days Ago
Chandelier progress Prefab tweaks
4 Days Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
4 Days Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
4 Days Ago
Merge from ./command_buffer_indirect
4 Days Ago
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4 Days Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
4 Days Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
4 Days Ago
lr300 animation update
4 Days Ago
Properly break out of GetRules() if rules are null
4 Days Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
4 Days Ago
merge from bc_viewmodel_fixes/frontier_hatchet
4 Days Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
4 Days Ago
Consolidate market price error handling
4 Days Ago
Fixed some items showing as marketable locked when they shouldn't
4 Days Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
4 Days Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
4 Days Ago
Update indirect instancing tools with new mesh r/w logic
4 Days Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
4 Days Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
4 Days Ago
Fix workbench tech trees in vanilla gamemode
5 Days Ago
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread - main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization. Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected