reporust_rebootcancel

127,461 Commits over 4,201 Days - 1.26cph!

Yesterday
Update: add extra TODO for UseOcclusionV2 Tests: none, trivial change
Yesterday
merge from fix_steam_init_analytics -> naval_update
Yesterday
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
Yesterday
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
Yesterday
Added translation strings for boat validation enum so we can show nicer toast error messages.
Yesterday
Clean: restructure UseOcclusionV2 code to make profiling easier Tests: compiles in editor
Yesterday
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
Yesterday
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.
Yesterday
merge from fix_terrain_texturing_alloc -> main
Yesterday
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
Yesterday
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
Yesterday
Setup prevent building volume on small engine.
Yesterday
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Yesterday
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs This avoids ObjectEqualityComparer which has overhead because of unity-null checks Tests: none, trivial change
Yesterday
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
Yesterday
m15 viewmodel fixes - updated rigged file - emissive now working - fixed skinning issues - removed shaking on ADS Idle - Ironsights now perfect
Yesterday
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
Yesterday
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility Tests: none, trivial change
Yesterday
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
Yesterday
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
Yesterday
Added deepsea_floatingcity3
Yesterday
Play attack animations on the player when attacking (from a turret)
Yesterday
merge from naval_update
Yesterday
merge from naval_update/floating_cities
Yesterday
merge from halloween_25_update made halloween wallpapers limited time offer
Yesterday
merge from oilrig_postvolume_fix
Yesterday
set halloween wallpapers as limited time offer
Yesterday
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
Yesterday
Added back landmark info to floating cities 1 2 3 and 4 S2P 1 2 and 3
Yesterday
strong internal hurt triggers in square hull to handle both clipping and player damage
Yesterday
merge from player_hurt
Yesterday
merge from naval_update
Yesterday
Adding flashlight rig to refresh branch
Yesterday
merge from naval_update
Yesterday
Experimental frame synchronisation ConVars
Yesterday
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
Yesterday
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
Yesterday
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
Yesterday
RPG7 - Adjusted LODs and fixed some issues
2 Days Ago
merge from skin_bent_normals
2 Days Ago
assigned missing physics mats on some boat building blocks
2 Days Ago
merge from fix_deep_sea_portal_far -> naval_update
2 Days Ago
2 Days Ago
Fixed yaw issues on ptboat front turret
2 Days 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 Days Ago
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
2 Days Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
2 Days Ago
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2 Days Ago
2 Days Ago
floating_city_4 a few more bugs fixed