reporust_rebootcancel

132,865 Commits over 4,293 Days - 1.29cph!

Yesterday
merge from indirect_instancing
Yesterday
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
Yesterday
Fix command count mismatch error spam due to destroyed materials.
Yesterday
merge from indirect_instancing (exception fix)
Yesterday
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
Yesterday
Merge from main
Yesterday
merge from indirect_instancing
Yesterday
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
Yesterday
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Yesterday
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
Yesterday
Merge from parent
Yesterday
Apply minimum height to military tunnels S2P
Yesterday
Add support for optional minimum height for sphere puzzle resets
Yesterday
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
Yesterday
autoturret_improvements -> main (passed unit tests)
Yesterday
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
Yesterday
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Yesterday
Easels drop paintings (data saved) when destroyed
Yesterday
merge from slots_optimize
Yesterday
S2P Outpost
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from naval_update
Yesterday
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
Yesterday
merge from fix_nms_loot_reset -> main
Yesterday
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
Yesterday
merge from main
Yesterday
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker Moved it to the right folder
Yesterday
Fixed exit portal map marker showing when looking at the main land from the deep sea
Yesterday
Fix NMS not respawning loot after server restart - caused by puzzle reset not being attached to a generator - moved everything to a different PuzzleReset generator S2P
Yesterday
Reduced server physics bounds (with deep sea enabled) old: (-2000,0,0) (7000, 4000, 5000) new: (-1500,0,0) (6500, 4000, 5000)
Yesterday
Deep sea portal climate doesn't kick in if the deep sea is closed
Yesterday
Update idle event on krieg shotgun
Yesterday
Fix navMeshModifierVolume being accessed after being destroyed
Yesterday
Medical syringe animation updates on inject friend wounded
Yesterday
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
Yesterday
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
Yesterday
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
Yesterday
Merge: from triggerparentdelayedexit_optim - Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default) Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1
Yesterday
Update: set TriggerParent.TickMode to 1 by default - codegen Tests: booted up craggy in editor, checked that it's set to 1 and called at boot
Yesterday
s2p on monuments containing nav obstacles
Yesterday
Move auto turret idle calculations back to the server: This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server. Having the client do it would result in mismatches.
Yesterday
Merge: from main Tests: compiles
Yesterday
Undo subtract in CS 140351
Yesterday
Merge: from main Tests: compiles
Yesterday
Subtract CS 140319 (fix_foundation_clipping_rocks)
Yesterday
merge from main -> fix_foundation_clipping_rocks
Yesterday
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support - codegen Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1 Tests: compiles
Yesterday
Replaces nav obstacle component on crates, electrical boxes, containers...
Yesterday
Update: Tickmode 1 - add allowtriggersleeping optim killswitch - codegen Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
Yesterday
edited flashlight update vm anims