reporust_rebootcancel

127,122 Commits over 4,201 Days - 1.26cph!

Today
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
Today
un-gate indirect instancing for testing purposes
Today
Fix build by scrapping the function pointer idea.
Today
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
Today
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
Today
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Today
merge from physics_pass_two
Today
playerboat wavePID balance
Today
merge from editor_force_on_helicopter - resolved merge conflict
Today
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Today
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
Today
Merge: from main
Today
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
Today
merge from fishing_village_collider_fix_fix
Today
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
Today
improve transform access in correction forces
Today
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
Today
edited rpg skin 3p reload anim
Today
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
Today
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
Today
steeringwheel controls HasDriver flag of parent boat
Yesterday
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
Yesterday
scientist_boat_ai -> naval_update
Yesterday
turn off debug draw
Yesterday
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
Yesterday
tweaked red color from the steering wheel so it doesn't draw as much attention
Yesterday
Better lights on the RHIB
Yesterday
enabling PlayerBoat correction forces with some initial balance
Yesterday
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
Yesterday
merge from naval_update
Yesterday
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
Yesterday
Remove logs
Yesterday
Use raycasts for avoidance instead. Spherecasts are just too unstable
Yesterday
disabled r/w and batching on seaweed clumps
Yesterday
Update: convert IsBeingSpectated utility - Updated dependent code to use new GetSpectators instead of old nested children approach Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
Yesterday
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
Yesterday
When boat dies kill all remaining scientist on board
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Pass mount point for spawning, dont rely on position
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Stop info box breaking with 'null action'
Yesterday
Dont ram a player if they are way higher up on an island
Yesterday
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
Yesterday
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
Yesterday
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
Yesterday
Added baked shore vector volumes to the FCs S2P
Yesterday
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
Yesterday
merge from naval_update
Yesterday
merge from dipsi