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132,361 Commits over 4,262 Days - 1.29cph!

2 Months Ago
Update: add extra TODO for UseOcclusionV2 Tests: none, trivial change
2 Months Ago
merge from fix_steam_init_analytics -> naval_update
2 Months Ago
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
2 Months Ago
Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side) Tests: none, trivial change
2 Months Ago
Added translation strings for boat validation enum so we can show nicer toast error messages.
2 Months Ago
Clean: restructure UseOcclusionV2 code to make profiling easier Tests: compiles in editor
2 Months Ago
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
2 Months Ago
Cherrypick 133467 "Editor tool to find and remove incorrect / leftover entity tags" My previous commit makes it so entities get their labels cleaned and applied correctly on every manifest run, but it doesn't clear the tags off entities that became non-entities at some point. For that (less common) case this manual tool that I made before can be used.
2 Months Ago
merge from fix_terrain_texturing_alloc -> main
2 Months Ago
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator - reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
2 Months Ago
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
2 Months Ago
Setup prevent building volume on small engine.
2 Months Ago
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2 Months Ago
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs This avoids ObjectEqualityComparer which has overhead because of unity-null checks Tests: none, trivial change
2 Months Ago
Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler Tests: ran in and out of occlusion
2 Months Ago
m15 viewmodel fixes - updated rigged file - emissive now working - fixed skinning issues - removed shaking on ADS Idle - Ironsights now perfect
2 Months Ago
Rewrite how entity labels are applied in BaseNetworkable DoPrepare, now also removes old incorrect entity labels. -> FIxes ~460 entity prefabs with wrong labels that no longer apply
2 Months Ago
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility Tests: none, trivial change
2 Months Ago
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
2 Months Ago
Optim: UseOcclusionV2 - invert how we process occludees - instead of checking if we need to send player to occludees, we process occludees against player This caused us to miss sleepers previously, which we corrected with extra checks by reversing pairs(and potentially generating more netowrk messages). But we don't need to do all of that extra work if we do it in the right order. Hoping this cuts downstream queue 2x. Tests: 2p on craggy - checked occlusion works, going invis works, spectating works, sleepers replicate
2 Months Ago
Added deepsea_floatingcity3
2 Months Ago
Play attack animations on the player when attacking (from a turret)
2 Months Ago
merge from naval_update
2 Months Ago
merge from naval_update/floating_cities
2 Months Ago
merge from halloween_25_update made halloween wallpapers limited time offer
2 Months Ago
merge from oilrig_postvolume_fix
2 Months Ago
set halloween wallpapers as limited time offer
2 Months Ago
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
2 Months Ago
Added back landmark info to floating cities 1 2 3 and 4 S2P 1 2 and 3
2 Months Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
2 Months Ago
merge from player_hurt
2 Months Ago
merge from naval_update
2 Months Ago
Adding flashlight rig to refresh branch
2 Months Ago
merge from naval_update
2 Months Ago
Experimental frame synchronisation ConVars
2 Months Ago
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
2 Months Ago
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way) Makes it easier to track what's related to what Tests: editor compiles
2 Months Ago
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key Helps avoid unity-null check overhead when looking up recently seen players Tests: 2p session on craggy - disconnected as second and killed sleeper
2 Months Ago
RPG7 - Adjusted LODs and fixed some issues
2 Months Ago
merge from skin_bent_normals
2 Months Ago
assigned missing physics mats on some boat building blocks
2 Months Ago
merge from fix_deep_sea_portal_far -> naval_update
2 Months Ago
2 Months Ago
Fixed yaw issues on ptboat front turret
2 Months Ago
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
2 Months Ago
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
2 Months Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
2 Months Ago
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2 Months Ago
2 Months Ago
floating_city_4 a few more bugs fixed