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5,738 Commits over 913 Days - 0.26cph!

4 Months Ago
Codegen
4 Months Ago
Hack to get around boat steering and gas pedal ref values in a work queue
4 Months Ago
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself
4 Months Ago
partyhat_worldmodel_fix -> main
4 Months Ago
Dropped Party Hats are no longer white. They are now the same as the colour when worn
4 Months Ago
notifications_indicator_fix_2 -> main
4 Months Ago
Formatting
4 Months Ago
Fix standard notifications not being included properly
4 Months Ago
Ensure indicator pops up in every circumstance (at least with bans)
4 Months Ago
- Simplify Notifications indiciator between saves - Add partial to GrowableHeatSource - Codegen
4 Months Ago
boat_planner_icon_fix -> main
4 Months Ago
Fix the 'boat planner' icon having green shadows
4 Months Ago
main -> notifications_indicator_fix_2
4 Months Ago
snapping_corner_nre_fix -> main
4 Months Ago
Fix deployable snapping corner hit NRE
5 Months Ago
5 Months Ago
Dont send aim dir at first - not needed
5 Months Ago
reduce_balistagun_aim_packets -> main
5 Months Ago
reduce_ballistagun_aim_packet -> main
5 Months Ago
Restore server tick (no networking overhead)
5 Months Ago
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.
5 Months Ago
Logs
5 Months Ago
- Fixed bug causing dismount not to unparent properly - Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
5 Months Ago
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
5 Months Ago
- Actually skip MountedPlayerSync() - Cleanup
5 Months Ago
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
5 Months Ago
network_profiler -> main
5 Months Ago
Compile fix (random include statement)
5 Months Ago
network_profiler -> main
5 Months Ago
Fixed inaccurate log
5 Months Ago
- Unity editor check and compile fixes on CLIENT/SERVER
5 Months Ago
- Swapped to Newtonsoft rather than JsonUtility - actually serializing the json properly now - Expanded the name box
5 Months Ago
- Add import and export buttons to the ui. imported network data fills out the profiler as you'd expect - Add names to serialized data so save/load profiles can support naming (as the ids will be invalid when loaded) - Fix some incorrect server/client entity usages - Cleanup - Some clamping to avoid the server exploding
5 Months Ago
- Set detailed packing data as serializable so its included in the export - Dont export with pretty print (to save space) brings a 10 second sample from 7MB down to 3MB - Codegen
5 Months Ago
Network Profiler - Can now profile for x seconds via command line - Export to JSON file - Import from JSON file
5 Months Ago
main -> network_profiler
5 Months Ago
ScientistBoatOilrigManager: Fix collection was modified error.
5 Months Ago
RHIB and PT boat loot pass 3
5 Months Ago
PT Boat and RHIB loot pass 2 Fixed pt boat/rhib sometimes spawning without things in their crate
5 Months Ago
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)
5 Months Ago
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
5 Months Ago
Extra MoutedWeapon profiling
5 Months Ago
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
5 Months Ago
naval_update -> mountedturrets_fixes (broken everything)
5 Months Ago
naval_update -> mountedturret_fixes
5 Months Ago
Cherrypick 50cal fixes
5 Months Ago
Fix unset storage container in RHIB.DeepSea
5 Months Ago
turret_fixes -> naval_update
5 Months Ago
Use server start and end time instead (use invokeing for both) rather than just winging it in update loop (which will run slow on the server)
5 Months Ago
Lerp smoothly to 0 - dont hard set