reporust_rebootcancel

158,832 Commits over 4,566 Days - 1.45cph!

10 Months Ago
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
10 Months Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
10 Months Ago
Merge from main
10 Months Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
10 Months Ago
Merge from io_budgets
10 Months Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
10 Months Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
10 Months Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
10 Months Ago
Convert steering wheel to MeshLOD
10 Months Ago
Merge from door_alloc_fix
10 Months Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
10 Months Ago
Merge from cctv_budget
10 Months Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
10 Months Ago
Subtract merge 140855
10 Months Ago
Merge from main
10 Months Ago
WIP on lightup frames
10 Months Ago
Add a null check in TriggerParent.CheckAllParenting
10 Months Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
10 Months Ago
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
10 Months Ago
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
10 Months Ago
initial comps box prefab setup. manifest
10 Months Ago
merge from naval_update
10 Months Ago
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
10 Months Ago
Clear deep sea shore vector data server side when the deep sea closes
10 Months Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
10 Months Ago
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
10 Months Ago
Apply the previous fix to the floating cities as well
10 Months Ago
Use temp job allocators for deep water checks
10 Months Ago
merge from artist_pack_dlc
10 Months Ago
merge from artist_dlc_ornate_frames -> parent branch
10 Months Ago
rehide large ornate frame item, fix labels
10 Months Ago
Picture Frames - shutter texture update
10 Months Ago
merge from artist_pack_dlc
10 Months Ago
clear cached easel fix
10 Months Ago
Picture Frames - shutter texture for scrap frames (WIP)
10 Months Ago
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
10 Months Ago
added new bed ambiences and wildlife to the islands
10 Months Ago
merge from main
10 Months Ago
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
10 Months Ago
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
10 Months Ago
Uzi Blockout
10 Months Ago
pushing_toast_fix -> main
10 Months Ago
Remove pushing toast log
10 Months Ago
cannon_clipping_fix -> main
10 Months Ago
Apply new cannon values to the camera head animation system
10 Months Ago
Merge from deploy_edit_menu_option
10 Months Ago
wood box game textures updated still wip
10 Months Ago
syncvar_inheritance_fix -> main
10 Months Ago
Paintball Gun - added conditional ammo meshes for worldmodel
10 Months Ago
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet