reporust_rebootcancel

130,083 Commits over 4,232 Days - 1.28cph!

51 Days Ago
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already
51 Days Ago
initial shore vector baker
51 Days Ago
merge from blueprint_fragment_fix
51 Days Ago
fixed bed workshop obj broken normals cause by rotated transform
51 Days Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
51 Days Ago
Update: AnalyticsUploader now flushes it's queue on shutdown. - Updated tests to validate everything got flushed - Fixed missed gzipstream end block serialization tracking - Fixed ever-growing memory stream Next up need to add EventRecord pooling, then gotta implement remaining uploaders, and in theory it's done Tests: ran unit tests
51 Days Ago
Add sail collision sets for raised and lowered states. Toggle as required.
51 Days Ago
Merge from monument_notification_sounds
51 Days Ago
- Fix for cargo ship notification, now plays only on a triggered event spawn rather than any spawn - Add convar for reenabling monument toast notifications - Add debug convar to figure out what's going wrong with oil rig notifications - Protocol increment for modified RPC's
51 Days Ago
Rebase on current /indirect_instancing
51 Days Ago
Clean up some failed experiments
51 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
51 Days Ago
hatchet entity updates
51 Days Ago
Seperate physics queries from the avoidance logic itself Use cached physics results for a few frames instead of having to request fresh data every cycle
51 Days Ago
Anchor, plank, sail, steering wheel and small engine forward damage to their parent PlayerBoat
51 Days Ago
Swap all of the raycasting to run on jobs via RaycastCommands
51 Days Ago
Implement boat sinking for destroyed player boats
51 Days Ago
Enabled r/w on renderer batch of floating walkways
51 Days Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
51 Days Ago
Include world layer in groundwatch
51 Days Ago
Update: add per-AnalyticsTable telemetry - using this telemetry to improve unit tests Next up need to add support for flush-on-shutdown Tests: ran unit tests
51 Days Ago
Portal marker works with any direction Higher res deep sea icon
51 Days Ago
merge from main
51 Days Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
51 Days Ago
Bone knife and variation updated
51 Days Ago
Updated 50 Cal Models and Prefabs to include the ammo box Created 50 Cal Ammo Box Material Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
51 Days Ago
merge from volcano_stuff - was merged to release but not main
51 Days Ago
Club animation updates
51 Days Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
51 Days Ago
First pass floating city variant 3 (walkways and flow still WIP)
51 Days Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
51 Days Ago
remove red keycard from silo monument s2p
51 Days Ago
Hatchet variations set up
51 Days Ago
player update 3p mingun anims exported
51 Days Ago
First pass of map marker for the entrance portal
51 Days Ago
Prevent boat building stations from being placed overlapping.
51 Days Ago
Mannequin parts
51 Days Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
51 Days Ago
Add component to floating city prefab and deep sea island prefab
51 Days Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
51 Days Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
51 Days Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
51 Days Ago
naval_update/gun_turret -> naval_update
51 Days Ago
Manifest Codegen
51 Days Ago
naval_update -> gun_turret
51 Days Ago
Apply changes to default prefab
51 Days Ago
Make turret entity invinsible Position changes
51 Days Ago
Rename internall turret seat Move aim position Manifest
51 Days Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
51 Days Ago
Fix cannon rotation being independent of the boat when turning.