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127,556 Commits over 4,201 Days - 1.27cph!

2 Days Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
2 Days Ago
naval_update -> scientist_boat_ai
2 Days Ago
pt_boat_2 -> naval_update
2 Days Ago
Compile errors
3 Days Ago
merge from deep_sea_repel -> naval_update
3 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
3 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
3 Days Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
3 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
3 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
3 Days Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
3 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
3 Days Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
3 Days Ago
Codegen Manifest
3 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
3 Days Ago
merge from cannon_water_fixes
3 Days Ago
FIx cannon water factor override only existing on clients
3 Days Ago
Floating city 1 2 3 scene2prefab
3 Days Ago
Fix floating point overlow in mip level calculation
3 Days Ago
merge from naval_update/deep_sea
3 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
3 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
3 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
3 Days Ago
Bugfix: AnalyticsV2 - skip client analytics if steam hasn't been started Tests: none, trivial change
3 Days Ago
re-populated worldmodel prefab (would not re-connect), scale and collider updates
3 Days Ago
set viewmodel prefab to use bone based animation
3 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
3 Days Ago
Fix shooting/reloading cannons under water
3 Days Ago
Add playerboat.sink
3 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.
3 Days Ago
fix deploy guide"built-in render texture type not found" error
3 Days Ago
Merge: from main
3 Days Ago
naval_update -> pt_boat_2
3 Days Ago
merge from ferry_cameras
3 Days Ago
Assigned names to the 4 static cctv cameras at ferry terminal, they actually work now. S2P FERRYDOCK, FERRYUTILITIES, FERRYPARKING, FERRYLOGISTICS
3 Days Ago
Lerp when not using sights based on a fixed sensitivity value
3 Days Ago
added hazmat worldmodel, set up prefab and linked to item.
3 Days Ago
set up viewmodel prefab with updated model, re-populated animator and updated anim names
3 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
3 Days Ago
More debugging ConVars
3 Days Ago
put the ocean back into the cargo test scene (ocean topology)
3 Days Ago
merge from anisotropic_fallback
3 Days Ago
RPG7 - Fixed ammo position in world model prefab
3 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
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
Dont call kill on dead or destroyed players
3 Days Ago
Better logs from deep sea commands
3 Days Ago
Added component to show loaded ammo in dropped RPG
3 Days Ago
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
3 Days Ago
Fixed client portal weather lerping