135,173 Commits over 4,293 Days - 1.31cph!

3 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default) Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
3 Days Ago
Update: merge old OcclusionGroup code and put it behind DisableNewOcclusionGroups switch - make DisableNewOcclusionGroups true by default, can be turned off with -enable-new-server-occlusion-groups command line arg Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
3 Days Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
3 Days Ago
paintball 3p entity update - updated position of flashlight/lasersight attachment
3 Days Ago
Light up frames - adjusted LODs for XL and XXL versions
3 Days Ago
more wip
3 Days Ago
Paintball gun updates - set only lasersight/flashlight as useable attachments - added viewmodel attachment override and positioned both attachments on model currectly
3 Days Ago
Update: declare a boot time switch to disable new server occlusion groups Need to bring back old logic for it, that'll be next. Tests: none, trivial change
3 Days Ago
Merge: from main
3 Days Ago
Tweaked two values to stop clipping issues we're seeing with the cannon
3 Days Ago
merge from main - added support for transparency on decal shader
3 Days Ago
Added support for decal layers on transparent surfaces on the Standard shader
3 Days Ago
stopengine_nre -> main
3 Days Ago
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
3 Days Ago
Compile fix
3 Days Ago
Ocean WIP.
3 Days Ago
wood box added prefab for box
3 Days Ago
wood box game model and updated prefabs, ran manifest and localization
3 Days Ago
Light up frames - fixed material config and paintability
3 Days Ago
wood box placeholder textures
3 Days Ago
edited paintable reactive target animtions and transition blends on anim.controller
3 Days Ago
merge from main
3 Days Ago
Migrated deep sea ocean params to new env properties section.
3 Days Ago
Cherrypicked deep sea ocean feature to test branch.
3 Days Ago
merge from indirect_instancing
3 Days Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
3 Days Ago
Codegen so domain reload works
3 Days Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
3 Days Ago
Merge from naval_update
3 Days Ago
Switch back to the mainland view on the map screen if it closes while open
3 Days Ago
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
3 Days Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
3 Days Ago
Subtract merge on 140788
3 Days Ago
artist_pack_dlc -> artist_dlc_ornate_frames
3 Days Ago
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
3 Days Ago
Fixed ghost ship map markers rotation and scale
3 Days Ago
Properly support inherited SyncVars up to an infinite depth
3 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
3 Days Ago
Merge: from main
3 Days Ago
fix cloud weirdness when overriding weather state when playing back a demo
3 Days Ago
Clean: move OcclusionValidateGroups servervar to ServerOcclusion - codegen Tests: server compiles
3 Days Ago
more window paintable work
3 Days Ago
Clean: GetOccludees => OcclusionGroup getter Tests: server compiles
3 Days Ago
Clean: OcclusionGroups - define bespoke ServerOcclusion.Group - updated code references Tests: all modes compile in editor
3 Days Ago
Clean: OcclusionGroup - lower core of logic from BasePlayer to BaseNetworkable - also move cached subscribers cleanup to BasePlayer.OnServerDestroy - split off server occlusion logic into it's own BaseNetworkable potion Tests: all platforms compile in editor
3 Days Ago
set lightup frames to use standarddecalwithtwo shader again
3 Days Ago
tweaked free sockets on goldframe medium and small so they are deployable on space building skin
3 Days Ago
Bugfix: ServerOcclusion - clean up external references when BaseNetworkable is destoyed Dobbie's free, this is the last bug I could theorycraft. There's a small window before occlusion would update and unsubscribe where a teleport then destroy could leave a dangling set of references, but this doesn't happen because of unnecessary SetParent being called when BaseEntity is destroyed on the server(but this should be fixed separately) Tests: not testable
3 Days Ago
stay_close_death_fix -> main
3 Days Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode