130,751 Commits over 4,232 Days - 1.29cph!

Yesterday
Fix compile error
Yesterday
merge from fix_dynamic_occlusion_pooling -> main
Yesterday
Fix pooling issue with dynamic occlusion pausing - was assuming the entity wasn't parented by default, so dynamic = false by default - however wasn't resetting the bool in ResetState() causing pooling errors - even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
Yesterday
Deep sea: - Removed the rad volume on the exit side of the deep sea - Rad volumes are now server only - Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals - Code cleanup
Yesterday
Balloon stuff WIP/backup
Yesterday
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions - only shown in editor - the numbers were correct, it's actually really slow to warmup steam items on main thread
Yesterday
Merge: from baseplayer_serverupdateparallel - Bugfix for UsePlayerUpdateJobs 2 not replicating players for spectators - Bugfix for leaking players in occlusion groups Tests: spectated players from far away. Inspected server state after killing a sleeper
Yesterday
Bugfix: ServerOcclusion - clean up players from all of their occlusion groups on server destroy Turns out we were leaving a lot of "zombie" players once sleepers were killed. This would slow down server occlusion eventually. Tests: on Craggy, killed a sleeper, moved to a different network group, and checked in debugger if the occlusion group only contains my player
Yesterday
merge from puzzle_reset_changes -> main
Yesterday
Fix radiation trigger not being multiplied by 2 (extents vs size)
Yesterday
merge from puzzle_reset_changes -> main
Yesterday
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted S2P
Yesterday
Entity.GetCycle returns 0 instead of nil for invalid entities Make Faceposer flexes appear in the same order as in the model Fixed potential server crash Clamp a bunch of Lua binding enum inputs to valid values * Silently clamps the value for Entity.SetSolid, SetMoveType, PhysicsInit, PhysicsInitStatic, SetRenderMode, SetCollisionGroup, SetAnimation, SetFlexWeight, GetFlexWeight, IGModAudioChannel.FFT More input clamping for enum inputs Fix last static prop not rendering
Yesterday
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Yesterday
scientist_boats_improvements_3 -> naval_update
Yesterday
S2P Launch site to apply previous "pauseUntilLooted" changes
Yesterday
Enable pauseUntilLooted in powerplant S2P
Yesterday
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
Yesterday
updated prefab scale and added positonal offset
Yesterday
Implement fuse for cannon firing
Yesterday
boombox anim updates
Yesterday
Pull towards the centre the further out the boats are in the deepsea
Yesterday
audio files import and floating walkway audio set up
Yesterday
Updated model for tactical gloves
Yesterday
merge from Minifridge_IndustrialAdapter
Yesterday
Jacket snow repose
Yesterday
Lowered the industrial adapter socket so its not floating above the fridge when deployed
Yesterday
merge from naval_update
Yesterday
Merge from parent
Yesterday
exported updated chainsaw harvesting anims and slight edit of vm admire camera
Yesterday
prefab update
Yesterday
prefab update
Yesterday
Avoid AI mounted weapon controller sometimes targetting other NPCs
Yesterday
- Add boat ai avoidance volumes to tropical 1-4 - S2P
Yesterday
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
Yesterday
building planner texture update with new graphics
Yesterday
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
Yesterday
naval_update -> scientist_boat_ai_improvements_3
Yesterday
turret_head_animations -> naval_update
Yesterday
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Yesterday
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Yesterday
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Yesterday
Merge: from main
Yesterday
Adjust rhib scientists HP
Yesterday
More oil rig boat ai avoidance layer adjustments
Yesterday
Update to rear 50cal character position + timing changes on front 50cal weapon anims
Yesterday
rocket launcher rpg despawn set
Yesterday
Fixed some indirect lighting issues with the lit shader in RRP
Yesterday
delete phantom minifridge icon in root
Yesterday
fixed animated camera issues