reporust_rebootcancel

129,056 Commits over 4,232 Days - 1.27cph!

18 Days Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
18 Days Ago
naval_update -> scientist_boat_ai
18 Days Ago
pt_boat_2 -> naval_update
18 Days Ago
Compile errors
18 Days Ago
merge from deep_sea_repel -> naval_update
18 Days Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
18 Days Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
19 Days Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
19 Days Ago
Bugfix: AnalyticsV2 - fix invalid Json aggregation - logs are aggregated again to reduce spam This breaks azure bulk aggregation, but now the code structure is in place to support both Tests: ran unit tests
19 Days Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
19 Days Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
19 Days Ago
Added hackable crate to ghost ships When the deep sea opens, we spawn one single hackable crate in a random ghost ship Added deepsea.hackablecrates_count, default to 1
19 Days Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
19 Days Ago
Codegen Manifest
19 Days Ago
fix world model outline not showing on loaded rpg ammo (for dropped item) - added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
19 Days Ago
merge from cannon_water_fixes
19 Days Ago
FIx cannon water factor override only existing on clients
19 Days Ago
Floating city 1 2 3 scene2prefab
19 Days Ago
Fix floating point overlow in mip level calculation
19 Days Ago
merge from naval_update/deep_sea
19 Days Ago
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
19 Days Ago
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator Added fake curtains to block off the interior when peeking from outside Various other tweaks and fixes
19 Days Ago
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity
19 Days Ago
Bugfix: AnalyticsV2 - skip client analytics if steam hasn't been started Tests: none, trivial change
19 Days Ago
re-populated worldmodel prefab (would not re-connect), scale and collider updates
19 Days Ago
set viewmodel prefab to use bone based animation
19 Days Ago
Bugfix: AnalyticsV2 - Log and DryRun no longer skip accumulators and uploaders once changed As an extra, it got rid of a bunch of inheritance code Tests: ran unit tests and logged analytics in editor
19 Days Ago
Fix shooting/reloading cannons under water
19 Days Ago
Add playerboat.sink
19 Days Ago
Fix bug that capped the amount of cameras you can add to a computer station at 256 characters of the combined identifiers, caused by the default max length when reading the joined bookmark string on the client. Bumped it to 1024 which should be more than enough for most situations.
19 Days Ago
fix deploy guide"built-in render texture type not found" error
19 Days Ago
Merge: from main
19 Days Ago
naval_update -> pt_boat_2
19 Days Ago
merge from ferry_cameras
19 Days Ago
Assigned names to the 4 static cctv cameras at ferry terminal, they actually work now. S2P FERRYDOCK, FERRYUTILITIES, FERRYPARKING, FERRYLOGISTICS
19 Days Ago
Lerp when not using sights based on a fixed sensitivity value
19 Days Ago
added hazmat worldmodel, set up prefab and linked to item.
19 Days Ago
set up viewmodel prefab with updated model, re-populated animator and updated anim names
19 Days Ago
Client Prediction V2: Calculate a common time frame reference to send as a time key Hold a list of 20 previous predicted states on the client On receving a new server state: check your list Reconcille if needed
19 Days Ago
More debugging ConVars
19 Days Ago
put the ocean back into the cargo test scene (ocean topology)
19 Days Ago
merge from anisotropic_fallback
19 Days Ago
RPG7 - Fixed ammo position in world model prefab
19 Days Ago
Update: UsePlayerTasks - ensure SendEntitySnapshotsWithChildren_AsyncState have equally sized batches Previously we counter players for batch limit (skipping it's hierarchy), but that could lead to lopsided unequal tasks Tests: couldn't test this one, but it's similar code to other places so should be gud
19 Days Ago
merge from naval_update/deep_sea
19 Days Ago
Dont call kill on dead or destroyed players
19 Days Ago
Better logs from deep sea commands
19 Days Ago
Added component to show loaded ammo in dropped RPG
19 Days Ago
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
19 Days Ago
Fixed client portal weather lerping