reporust_rebootcancel

158,070 Commits over 4,566 Days - 1.44cph!

11 Days Ago
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
11 Days Ago
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map I had ~6500 of these enabled on a proc gen map
11 Days Ago
Refactor + cleanup
11 Days Ago
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11 Days Ago
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11 Days Ago
Remove leftover log in RotaryGunCylinderViewmodelComponent
11 Days Ago
merge from pool_review
11 Days Ago
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
11 Days Ago
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11 Days Ago
Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
11 Days Ago
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
11 Days Ago
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
11 Days Ago
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
11 Days Ago
Fixed the codelock on frankenstein table appearing underneath the table on the floor
11 Days Ago
Tests
11 Days Ago
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11 Days Ago
Update demos to read the new batched packet format
11 Days Ago
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
11 Days Ago
merge from deepsea_unloading
11 Days Ago
Merge from hemp_colour_swap
11 Days Ago
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
11 Days Ago
Cleanup, fixes
11 Days Ago
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
11 Days Ago
Merge from main
11 Days Ago
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
11 Days Ago
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11 Days Ago
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
11 Days Ago
Brigthened the room lighting slightly
11 Days Ago
Fixed deep sea spamming tree spawned RPCs to all players when opening
11 Days Ago
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
11 Days Ago
Deleted unsuded ghost ship population asset
11 Days Ago
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
11 Days Ago
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
11 Days Ago
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
11 Days Ago
Fixed various exceptions that happen during builds Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
11 Days Ago
Security room greybox
11 Days Ago
Gate navmesh save log and AI despawn log behind ai.logIssues
11 Days Ago
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
11 Days Ago
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Rin
11 Days Ago
Cherrypicking 168011, 168012
11 Days Ago
Merge from Livestock_animals, fix extremely long AI tests
11 Days Ago
Merge from main
11 Days Ago
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min I also added a local guard that stops me from blowing past the 30min budget in the future
11 Days Ago
pt_boat_rewrite -> client_controls
11 Days Ago
main -> pt_boat_turret_rewrite
11 Days Ago
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11 Days Ago
Fix frankenstein pet not moving, it had no nav agent component
11 Days Ago
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
11 Days Ago
Fix all milky and creamy teas + rich pies icons artifacting Fix new locked crate icon artifacting when zoomed out on the map
11 Days Ago
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