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132,953 Commits over 4,293 Days - 1.29cph!

3 Days Ago
Add support for optional minimum height for sphere puzzle resets
3 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
3 Days Ago
autoturret_improvements -> main (passed unit tests)
3 Days Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
3 Days Ago
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3 Days Ago
Easels drop paintings (data saved) when destroyed
3 Days Ago
merge from slots_optimize
3 Days Ago
S2P Outpost
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
merge from naval_update
3 Days Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
3 Days Ago
merge from fix_nms_loot_reset -> main
3 Days Ago
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
3 Days Ago
merge from main
3 Days Ago
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker Moved it to the right folder
3 Days Ago
Fixed exit portal map marker showing when looking at the main land from the deep sea
3 Days Ago
Fix NMS not respawning loot after server restart - caused by puzzle reset not being attached to a generator - moved everything to a different PuzzleReset generator S2P
3 Days Ago
Reduced server physics bounds (with deep sea enabled) old: (-2000,0,0) (7000, 4000, 5000) new: (-1500,0,0) (6500, 4000, 5000)
3 Days Ago
Deep sea portal climate doesn't kick in if the deep sea is closed
3 Days Ago
Update idle event on krieg shotgun
3 Days Ago
Fix navMeshModifierVolume being accessed after being destroyed
3 Days Ago
Medical syringe animation updates on inject friend wounded
3 Days Ago
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
3 Days Ago
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
3 Days Ago
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
3 Days Ago
Merge: from triggerparentdelayedexit_optim - Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default) Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1
3 Days Ago
Update: set TriggerParent.TickMode to 1 by default - codegen Tests: booted up craggy in editor, checked that it's set to 1 and called at boot
3 Days Ago
s2p on monuments containing nav obstacles
3 Days Ago
Move auto turret idle calculations back to the server: This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server. Having the client do it would result in mismatches.
3 Days Ago
Merge: from main Tests: compiles
3 Days Ago
Undo subtract in CS 140351
3 Days Ago
Merge: from main Tests: compiles
3 Days Ago
Subtract CS 140319 (fix_foundation_clipping_rocks)
3 Days Ago
merge from main -> fix_foundation_clipping_rocks
3 Days Ago
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support - codegen Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1 Tests: compiles
3 Days Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
3 Days Ago
Update: Tickmode 1 - add allowtriggersleeping optim killswitch - codegen Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
3 Days Ago
edited flashlight update vm anims
3 Days Ago
Optim: TickMode 1 - allow triggers to sleep if they don't move on specific axis and internal entities also don't move on specific axis - took out internals of BaseEntity.HasMovedInLS to BaseEntity.ComparePos(Vec3 from, to) - Player Boats now set interest in XZ when alive, XYZ when sinking - Buildfix for SERVER only code (whoops) This brings 100 boat test to 0.25ms (down from 1.6ms, -85%), or down from 3.1ms, -92% from TickMode 0 Tests: built a boat, set tickmode 1, jumped on and off - got unparented. turned on the engine, jumped off - got unparented once in the water. noclipped above with engine on - got unparented after a delay. Spawned 100 boats.
3 Days Ago
merge from main
3 Days Ago
Bunch of GC fixes for the boat building UI now it's not just for debugging...
3 Days Ago
Deep sea portals aren't killed anymore when the deep sea is closed. Prevents players from sailing past the collider backing. Aslo keeps the buoys active at all time
3 Days Ago
Update: BaseEntity now remember it's last LS position and can report on which axis it has moved - added unit test for it Needed for upcoming parent trigger optim Tests: ran unit test
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
Added a UV channel selector drop down for the detail normal map on the StandardWithDecal shader. Also renamed Decal Bump Map Scale to Decal Bump Map Intensity
3 Days Ago
gesture animation updates and blowpipe adjustments
3 Days Ago
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
3 Days Ago
Some code cleanup