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133,357 Commits over 4,293 Days - 1.29cph!

59 Minutes Ago
Advanced on-screen profiling using FrameTimingManager (WIP)
1 Hour Ago
Improve Update() performance by caching is_in_motion state for every entity.
1 Hour Ago
Improve Update() performance by caching is_in_motion state for every entity.
1 Hour Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
2 Hours Ago
add underwater fog blending for tropical shores in deep sea
3 Hours Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
3 Hours Ago
Merge from main
4 Hours Ago
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
5 Hours Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
5 Hours Ago
merge from main
5 Hours Ago
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Today
merge from main
Today
set up steam item for artist pack, linked to all items, set up sprays
Today
Picture frames - reverted light up frames to correct material
Today
scrapframe shutter mat tweaks, deleted unused textures
Today
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
Today
Merge from main
Today
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Today
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
Today
Remove the word Player from a bunch of PlayerBoat static functions
Today
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
Post merge fixes
Today
Add finished check
Today
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
Today
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)
Today
merge from fix_copy_paste_duplicate_entity -> main
Today
Attach cannon ball to hands when reloading cannons.
Today
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
Today
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
Today
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass
Today
Tests: OcclusionGroupTests - add test validating moving from outside net range to same cell (32 tests) Need to add 2 more variations (move to near and far range), then can start moving to esoteric scenarios Tests: ran new tests, all pass
Today
Bugfix: OcclusionGroupTests - fixup invalid expectation of newlogic groups in TestVisibilityAfterMovementAway We succesfully enforce newlogic's rule that networkable should always be in a local occlusion group Tests: ran all unit tests, all green
Today
Picture Frame - updated scrap set icons
Today
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
Today
Picture frames - texture update, deploy volumes fix
Today
scrapframe xxl gibs
remove_extra_scientist_weapons -> main
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
Today
Bugfix: OcclusionGroup - prevent unsubbing from own group Can happen when player is dead/in limbo Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason
Today
Tests: OcclusionGroupTests - add simple tests verifying group and sub updates Need them to validate that new logic can unsub from group it's in (which is illegal) Tests: ran new 24 tests, TestUpdateSubs(true, dead) failed as expected
boatai_balance_changes -> main
Today
wip/tests
Today
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
Today
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
Today
Refactor `paste` and `paste_line` into a single method one the client & server - paste now acts like a repeating paste with count of 1 - pass repeat count inside the RPC proto
Today
Picture Frames - texture update
Today
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group Tests: ran unit tests, 4 failures left
Today
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests - Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick - Fix invalid assertion for old logic when p2 moves, before subscription tick Tests: ran tests, now 8 failing (all related to Dead players)
Today
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail