reporust_rebootcancel

157,721 Commits over 4,566 Days - 1.44cph!

Yesterday
Merge from render_pipeline_testing
Yesterday
Updating viewmodel rig with new mesh
Yesterday
Added presets for SSAO that are configured via the renderer feature
Yesterday
Profiling
Yesterday
Fixed MeshCull not hiding its renderer when reused from the pool while culled Was causing code lock light quads to draw at any distance after spawning, amongst other things
Yesterday
Fixes to allow flattening inside of entity prefabs
Yesterday
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
Yesterday
Fix bugs with group change polling
Yesterday
Merge from main
Yesterday
Delete old tests
Yesterday
Disposing graphics buffers before use where it wasn't done previously
Yesterday
Fix a swarm of loose bees briefly appearing near the hand when throwing a bee grenade
Yesterday
merge from trainengine_audio_fix
Yesterday
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
Yesterday
Add missing IsOn check for heli rumble
Yesterday
Fix gamepad glyp display panel UI overlapping in inventory on certain resolutions/aspects
Yesterday
Fix flare viewmodel attach anim
Yesterday
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
Yesterday
Merge from main
Yesterday
Compile fix
Yesterday
update from main
Yesterday
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
Yesterday
Fixed IO entities with pipes rebuilding their pipe colliders on every network update IO entities sending full network update is quite rare as they rely on flags but still worth fixing
Yesterday
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
Yesterday
viewmodell anim tests + placeholder sounds
Yesterday
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled For a base with 223 pipes: Was 0.05ms on the main thread and 0.5ms on workers every frame
Yesterday
merge from fruit_trees
Yesterday
Reduced coconut.tree network range to 128. Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway. Increased chance of apples/beehive spawning on oak_d to 25% from 15%. Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
Yesterday
Another visual cooking pooling fix
Yesterday
Now poolable: - Cooking workbench - Metal embrasures - Flower pots Fixed some visual cooking pooling bugs
Yesterday
Auto-repair on startup if deep sea is disabled
Yesterday
Customiser animation updates with eye movement test
Yesterday
Merge from main
Yesterday
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
Yesterday
Removed the max light cookie cap warning that would appear when loading into a server
Yesterday
Windmills now use two syncvars to send wind updates instead of full network updates They're poolable too
Yesterday
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles This should reduce network overhead when driving any vehicle/sitting in a seat
Yesterday
merge from weapon_refresh_nailgun
Yesterday
Checked if Updated Nailgun works and can be skinned properly. Updated Nailgun Workshop Source Obj
Yesterday
Merge from mixingcooking_ui
Yesterday
Merge from main
Yesterday
pt_boat_turret_rewrite -> main
Yesterday
Icon change
Yesterday
Add separate currently craftable list. Added all button. Changed behaviours.
Yesterday
Remove re-declarations of state recently hurt
Yesterday
Disabled shadows on lights via AmbientLightLOD as a fail-safe for lights that should have shadows disabled but had them left on
Yesterday
Beehives are poolable
Yesterday
Merge from main
Yesterday
Planters are poolable