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137,785 Commits over 4,352 Days - 1.32cph!

2 Months Ago
Light up frames - adjusted LODs for XL and XXL versions
2 Months Ago
more wip
2 Months Ago
Paintball gun updates - set only lasersight/flashlight as useable attachments - added viewmodel attachment override and positioned both attachments on model currectly
2 Months 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
2 Months Ago
Merge: from main
2 Months Ago
Tweaked two values to stop clipping issues we're seeing with the cannon
2 Months Ago
merge from main - added support for transparency on decal shader
2 Months Ago
Added support for decal layers on transparent surfaces on the Standard shader
2 Months Ago
stopengine_nre -> main
2 Months Ago
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
2 Months Ago
Compile fix
2 Months Ago
Ocean WIP.
2 Months Ago
wood box added prefab for box
2 Months Ago
wood box game model and updated prefabs, ran manifest and localization
2 Months Ago
Light up frames - fixed material config and paintability
2 Months Ago
wood box placeholder textures
2 Months Ago
edited paintable reactive target animtions and transition blends on anim.controller
2 Months Ago
merge from main
2 Months Ago
Migrated deep sea ocean params to new env properties section.
2 Months Ago
Cherrypicked deep sea ocean feature to test branch.
2 Months Ago
merge from indirect_instancing
2 Months Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
2 Months Ago
Codegen so domain reload works
2 Months 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
2 Months Ago
Merge from naval_update
2 Months Ago
Switch back to the mainland view on the map screen if it closes while open
2 Months Ago
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
2 Months Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
2 Months Ago
Subtract merge on 140788
2 Months Ago
artist_pack_dlc -> artist_dlc_ornate_frames
2 Months 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)
2 Months Ago
Fixed ghost ship map markers rotation and scale
2 Months Ago
Properly support inherited SyncVars up to an infinite depth
2 Months 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
2 Months Ago
Merge: from main
2 Months Ago
fix cloud weirdness when overriding weather state when playing back a demo
2 Months Ago
Clean: move OcclusionValidateGroups servervar to ServerOcclusion - codegen Tests: server compiles
2 Months Ago
more window paintable work
2 Months Ago
Clean: GetOccludees => OcclusionGroup getter Tests: server compiles
2 Months Ago
Clean: OcclusionGroups - define bespoke ServerOcclusion.Group - updated code references Tests: all modes compile in editor
2 Months 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
2 Months Ago
set lightup frames to use standarddecalwithtwo shader again
2 Months Ago
tweaked free sockets on goldframe medium and small so they are deployable on space building skin
2 Months 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
2 Months Ago
stay_close_death_fix -> main
2 Months Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
2 Months Ago
fixed artist canvas gibs missing material, fixed artist canvas medium not linked to correct paintable, fixed broken deploy guide on ornate medium frame, fixed lods on paintable reactive target all displaying, fixed easel top mesh render warnings, and rendered easel icon
2 Months Ago
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
2 Months Ago
Death screen now switches back to the mainland if the deep sea closes for any reason
2 Months Ago
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area