reporust_rebootcancel

158,448 Commits over 4,566 Days - 1.45cph!

10 Months Ago
Don't allow deployable corpses on boat hulls while in edit mode
10 Months Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
10 Months Ago
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
10 Months Ago
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
10 Months Ago
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10 Months Ago
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10 Months Ago
50cal_fullammo_spawn -> main
10 Months Ago
Ensure 50 cal turrets start with max ammo
10 Months Ago
rhib_passenger_light_fix -> main
10 Months Ago
NRE fix
10 Months Ago
Ensure only drivers can toggle RHIB lights
10 Months Ago
WIP Painting Line draw tool
10 Months Ago
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
10 Months Ago
Paintable Reactive Target - Updated texture size down from 4K to 2K
10 Months Ago
merge from main/naval_update
10 Months Ago
Try setting ruin door to world layer to fix navmesh bug
10 Months Ago
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
10 Months Ago
merge from deployer_vm_3p_fix
10 Months Ago
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
10 Months Ago
Reimplement deep water checks in batched buoyancy
10 Months Ago
boat_planner_new_icons -> main
10 Months Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
10 Months Ago
more prefab setup
10 Months Ago
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
10 Months Ago
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
10 Months Ago
main -> naval_update
10 Months Ago
deepsea_disable_drone -> main
10 Months Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
10 Months Ago
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
10 Months Ago
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
10 Months Ago
Ornate Frame Setup
10 Months Ago
added metal box corpse
10 Months Ago
worldmodel, projectile and entity prefab set up
10 Months Ago
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
10 Months Ago
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
10 Months Ago
merge from naval_update
10 Months Ago
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10 Months Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
10 Months Ago
merge from SmallRamp_Deploy
10 Months Ago
Anchor load fix
10 Months Ago
boatai_cleartarget_fix -> main
10 Months Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
10 Months Ago
Update: replace throw with a devbuild-conditional error log This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next Tests: none, trivial change
10 Months Ago
Initial viewmodel setup - viewmodel prefab updated - anim events added - ironsights re-positioned - rig (with hands) re-exported - anims re-exported at origin
10 Months Ago
Fix pool leak in TimedExplosive
10 Months Ago
Merge: from main
10 Months Ago
boatai_clartarget_fix -> main
10 Months Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
10 Months Ago
removed unused bakelod material
10 Months Ago
updated materials with spec removed bakelod textures again removed metallic again