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129,503 Commits over 4,140 Days - 1.30cph!

5 Years Ago
Added AIThinkMode to base brain, all brains can set their think mode: interval or fixed update, as well as individual tick rates. Moved a bunch of ShouldThink/DoThink logic to base brain so it can be used by all brains instead of each having its own delta implementation, age tracking etc. Added "time in current state" to debug display.
5 Years Ago
Moved brain states to a new shared enum, AIState. State constructors set type. AddState no longer requires a type parameter. States are now automatically maintained, in a dictionary. Reworked current state handling to be a state ref, not using array indexes. Hooked up gizmo drawing to brain, calls it on any active state for debugging. Added basic debug rendering info to base brain (current state name for now).
5 Years Ago
Get movie maker working again after merge. Disable demo text.
5 Years Ago
Moved client gib creation to a new virtual SpawnGibs method that gets called from DoDestroyEffects New SeasonalTimedExplosive class to manage gibs since we can't disable the gibbable on the gameobject any more
5 Years Ago
Fix a player getting stuck in the recent drivers queue of a car if the queue has multiple drivers in it
5 Years Ago
Check server state in CeilingLight growable refresh (like the GrowableHeatSource component)
5 Years Ago
Spawn all car gibs Tweak position/rotation calculation
5 Years Ago
Update BillBTestMap for the new Unity version
5 Years Ago
Fixed wounded players blocking server-side projectiles (rockets etc) as if they were standing up. Collider height is now reduced while wounded.
5 Years Ago
Fixed incorrect PrefabID on vehicle_parts.prefab (it had the ID from DoPrepare being run while the prefab was open in the prefab stage - see #53749)
5 Years Ago
Fixed car conditional gibs not working Added a uniqueId field to Gibbable to help identify specific components in situations where we need to only deploy specific gibs (like with car components)
5 Years Ago
AA enum compile fix
5 Years Ago
Fiddling with the bootstrap scene + TMP to get rid of font texture duplication
5 Years Ago
Fix GetObjectID returning a blank path if the GameObject passed in is currently open in the prefab stage (prefab editor). Was causing some incorrect PrefabIDs to be set on DoPrepare.
5 Years Ago
Tweak force position when paddling Halve push force if floating in water
5 Years Ago
Rename kayak seats for consistency
5 Years Ago
FXAA doesn't work well with large (F9) screenshots. Disable AA for large shots, but only if it's FXAA. Also added an enum for the antialiasing types.
5 Years Ago
Fixed gib rotation Prefab cleanup
5 Years Ago
Fixed fuel storage not being accessible on RHIB after collider update
5 Years Ago
Fixed bugs that didn't account from default state. Fixed death screen padding issue.
5 Years Ago
Renamed for /main consistency
5 Years Ago
Powerplant invisible light fix
5 Years Ago
Powerplant fixes
5 Years Ago
Merge from TMP_Text update optimization
5 Years Ago
Merge from main
5 Years Ago
Bailing on SetVisible on all IUIScreens
5 Years Ago
Fixed protobuf/generate.sh DOS line endings (breaking unix shell scripts)
5 Years Ago
Fishing village Boatshop emblem prefab setup. rope mesh, buoy and new shop texture for rowboat
5 Years Ago
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5 Years Ago
FX material updates
5 Years Ago
Merge from io_pooling
5 Years Ago
Added AnimatorLOD to water pump, fluid switch and smart switch
5 Years Ago
Merge from platforms
5 Years Ago
Merge from main
5 Years Ago
Fishing Village Various decorative floats and buoy rings/lods/collision and prefab setup. Materials and textures.
5 Years Ago
Merge from io_pooling
5 Years Ago
Merge from main
5 Years Ago
Station 1 FX fix.
5 Years Ago
Power substations
5 Years Ago
merge from trainyard_path_fix
5 Years Ago
Airfield fixes & related mats/prefabs
5 Years Ago
Cherrypicking 53716
5 Years Ago
Fix doors checking for blockages when opening if checkPhysBoxesOnOpen is false (fixes garage door getting stuck closed if a vehicle is stuck in it)
5 Years Ago
Merge ScreenshotChanges -> Main
5 Years Ago
Merge from main
5 Years Ago
Merge General
5 Years Ago
Fix modular car conditional object NRE that could occur when adding a new module to a chassis, if the following out-of-order scenario occurred: - Server creates the module entity and saves it to client with socket index -1 (no socket) - Server adds the module to the car with socket index now set - Server saves new socket index to client - Client creates the module entity and calculates socket index correctly - Client loads new entity, socket index incorrectly reverts to -1 - Client refreshes module conditionals, bad socket index causes NRE
5 Years Ago
Check line exists before reading
5 Years Ago
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5 Years Ago
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