reporust_rebootcancel

153,746 Commits over 4,536 Days - 1.41cph!

60 Days Ago
Removed CanvasRenderer RequireComponent from Graphic, was done by Unity in the latest GUI package update, was reverted when merging with our custom version Updated all Graphic custom child classes to have their own RequireComponent
60 Days Ago
Adding a generic lootroom to be added to monuments that require it. Needs setup to rely on powerplant power.
60 Days Ago
merge from main
60 Days Ago
merge from skinviewer_rotation
60 Days Ago
merge from main
60 Days Ago
Setup prefab variants/entities for all satellite crates. Removed collideders/gibs from source art prefabs.
60 Days Ago
Bugfix: move Signage.EnsureInitialized from Save to ServerInit, as it's not MT safe Tests: TestMTSave - 25 -> 20 fails
60 Days Ago
Merge from PlayerMaintainedMonuments/power_line_changes
60 Days Ago
Bugfix(tests): batch of patches for unit test spawned entities to avoid NREs in Save Tests: TestMTSave - 28 -> 25 fails
60 Days Ago
Merge from satellite_art
60 Days Ago
Merge from crate_timers, tested, working.
60 Days Ago
Reset skin target local rotation on disable
60 Days Ago
Update MB barrels with current prefabs, materials and meshes
60 Days Ago
Bugfix: move CarvablePumpkin.EnsureInitialized out of Save, since it's not thread safe Tests: TestMTSave(CarvablePumpkin) and spawned and carved one on playground
60 Days Ago
more tunnel storage variations
60 Days Ago
Bugfix: batch of Transform replacements with TransformHandle in save code when using Jobs 4 Tests: TestMTSave - 32 -> 29 fails
60 Days Ago
Adding a graffiti in oilrig to explain the PMM logic
60 Days Ago
Corridor collapse blocker - fixed offset concrete collider, zeroed out gibs. Moved collision component to top level of entity to prevent ever-present stage 1 col. Set up LOD chain and disabled shadows for later LODs. Updated mani
60 Days Ago
Bugfix: batch of replacement for Time usage with ThreadSafeTime Only 1 skipped out for now, BuildingPriviledge - that one does lazy-eval, which is problematic Tests: TestMTSave - 42 -> 32
60 Days Ago
Bugfix: BasePlayer - avoid Time.time when evaluating mortarCooldown There's one more issue to resolve, but it doesn't affect unit tests, will resolve later Tests: TestMTSave - 59 -> 42 fails
60 Days Ago
Bugfix: vehicle related Time api fixes - TimeSince and TimeUntil now have a member method allowing to calculate from passed time (to avoid Time.time invoke) - TrainCar uses GetNetworkTime(ThreadSafeTime) overload Tests: ran TestMTSave, 74 -> 59 fails Tests: TestMTSave
60 Days Ago
merge from generic mount subsystem branch
60 Days Ago
Bugfix: don't use cached fuel fraction, just calculate it when saving Avoids TimeUntil sample, which isn't safe in MT Tests: TestMTSave(AttachHelicopter) pass
bot
60 Days Ago
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60 Days Ago
60 Days Ago
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60 Days Ago
Update(tests): another small batch of patches and skips that I missed Tests: TestMTSave 81 -> 75 failures
2 Months Ago
Bugfix: BaseNPC - fallback to original GetNtworkRotation implementation for server side entity It knows how to fetch local rotation in MT-safe way Tests: TestMTSave - 94 -> 81 failures
2 Months Ago
Optimised stage 1 gibs for blast door blocker. Renamed other gib parts to match conventions.
2 Months Ago
Update(tests, editor): last batch of patches and bypasses to spawn entities - Renamed Prefabs editor script into PrefabTools, as it was conflicting with PRefabs.Misc.GhostShip I can finally get to fixing save issues for MT Tests: relevant TestMTSave pass
2 Months Ago
Add satellite_crate.entity, unlootable until fire goes out. Uses the new crate model. Spawn them in at impact instead of previous crates.
2 Months Ago
amend remaining ore bounds
2 Months Ago
Update(tests): batch of various patches and prefab spawn skips Got about 10 patches to apply before starting to fix saving for MT Tests: relevant TestMTSave pass
2 Months Ago
merge from main
2 Months Ago
Fixed skin viewer not resetting models rotation on init
2 Months Ago
merge from skinviewer_rotation_fix
2 Months Ago
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
2 Months Ago
Blast door monument blocker - updated bounds and navmesh collision, added LOD chain and set LOD component, fixed gib pivots and assigned phys material, set health
2 Months Ago
Update(tests): skip marker spawning in tests for DeliveryDrone Tests: TestMTSave(DeliveryDrone) pass
2 Months Ago
Update(tests): patch GraveyardFence Tests: TestMTSave(GraveyardFence) pass
2 Months Ago
Update(tests): patch StringFirecracker Tests: TestMTSave(StringFirecracker) pass
2 Months Ago
Update(tests): patch CookingWorkbench Tests: TestMTSave(CookingWorkbench) fails on Save now (realtimeSinceStartup)
2 Months Ago
Update(tests): patch WaterInflatable Tests: TestMTSave(WaterInflatable) pass
2 Months Ago
Update(tests): TestServer now creates TreeManager Tests: TestMTSave(TreeEntity) pass
2 Months Ago
Merge the 3 separate Vis.Entities calls in ClearArea (players, construction, vegetation) into a single Vis.Entities with all the required layers, then pass the results to the 3 kill functions to parse.
2 Months Ago
Update(tests): patch ThrownBoomerang Tests: TestMTSave(ThrownBoomerang) pass
2 Months Ago
Update(tests): patch SingleUseMissionStorageContainer - also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call Tests: TestMTSave(SingleUseMSC) pass
2 Months Ago
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
2 Months Ago
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible