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128,654 Commits over 4,201 Days - 1.28cph!

Yesterday
Update: ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions - all existing implementations report "full" gathers This feeds into whether we'll stop running UpdateSubscriptions or not. Will use this to throttle-and-prioritize cell streaming to spectators Tests: editor compiles
Yesterday
sound changes on 50cal PT boat guns
Yesterday
including water depth in shallow water velocity scaling
Yesterday
Make sure the shore vector array is not filled with NaN values when water system is null
Yesterday
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
Yesterday
merge from puzzle_reset_changes -> main
Yesterday
ResetStaticFields on TestRunner
Yesterday
Jump improvements: - Setup ladder triggers around junkpiles to make jump ups easier - Add kinematic rigidbodies to junkpiles (better collision detection) - Boyancy point improvements
Yesterday
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Yesterday
Adding m92 refresh viewmodel rig
Yesterday
Merge from parent
Yesterday
Merge from volume_checks
Yesterday
Merge from volume_checks
Yesterday
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
Yesterday
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
Yesterday
Remove debug drawing
Yesterday
Setup remaining blocks
Yesterday
Updated folder paths, updated test list
Yesterday
merge from cargoship_cameras
Yesterday
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
Yesterday
Renamed Tests folder to AutomatedTests
Yesterday
Wrapped all the test code in #if DEBUG
Yesterday
DDraw .meta files
Yesterday
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
Yesterday
Update: codegen Tests: editor compiles
Yesterday
Merge: from main
Yesterday
Cherrypick DDrawCommand from naval update
Yesterday
merge from main
Yesterday
Loot Panel sorting ui
Yesterday
merge from boat_building
Yesterday
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
Yesterday
merge from naval_update
Yesterday
merge from deepsea_height_data
Yesterday
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
Yesterday
undid temporary boat code, now using heightmap queries regularly
Yesterday
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
Yesterday
rebaked tropical scene shore data to include heightmaps
Yesterday
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
Yesterday
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
Yesterday
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2 Days Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
2 Days Ago
Knight Armour vest and pants repose.
2 Days Ago
More setup and experimenting.
2 Days Ago
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2 Days Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
2 Days Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
2 Days Ago
Missed some floating walkway commits
2 Days Ago
Fixed glass mesh layer (transparent > world)
2 Days Ago
Consolidated into new lighting prefab.
2 Days Ago
merge from pivot_or_die