reporust_rebootcancel

158,183 Commits over 4,566 Days - 1.44cph!

2 Months Ago
WIP Oil rigs no longer despawn all crates when the server restarts, large rig converted, small rig to go - Reworked the reset setup, attached a generator to the main reset so it can be saved, removed the smaller puzzleresets for each of the rooms - Puzzle now force-resets on server restart, unless there's players nearby - this also fixes getting killed while sleeping if you happened to be near any puzzle when the server goes down - Crates get saved so if you were in the middle of hacking the locked crate, it just continues after restart - Various other stuff to allow the puzzlereset to correctly find its reset entities and reset objects again afterwards - Puzzle itself saveloads references to spawned crates so it doesn't spawn duplicates on the next reset - ScientistBoatOilrigManager is no longer an entity (not needed) - Slight refactor, lots more cleanup to be done
2 Months Ago
merge from main -> Hackweek_CompostUI
2 Months Ago
merge from main
2 Months Ago
merge from Squirrel_test -> critter_animals
2 Months Ago
merge from cui_updates
2 Months Ago
Fixed potential NRE in FadeCanvasGroup
2 Months Ago
merge from main
2 Months Ago
optimised ao textures for vehicles, generic textures and misc items. halved 2k -> 1k with almost zero visual difference, not enough to warrant the double res 328 MB -> 192 MB vram
2 Months Ago
merge from Rabbit_test -> critter_animals
2 Months Ago
add WIP frog "interested" state, which currently makes it look for shallow water and then start croaking
2 Months Ago
russian roulette; - updated game model art - added both ammo model types to indicate rounds in play for applicable rev types - added chain connector model for python pick cases - added preview baked textures - updated material and prefab
2 Months Ago
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
2 Months Ago
merge from Frog_Branch -> critter_animals
2 Months Ago
Merge from main
2 Months Ago
Update: submitting the results of script run Tests: none
2 Months Ago
Update libraries
2 Months Ago
Update(editor): automate copying of original resource to DynamicResourceRef - change DynamicResourceRef to be a class type (reflection modification on values is quite a bit oh hassle). Will try to fix later if I got time Tests: ran the new script, checked the modified prefabs
2 Months Ago
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup: - only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only) - only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only) - when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time - use unity transform SetPositionAndRotation instead of setting both independantly - fuse some native method calls, so that we only call one method and skip the interop cost for the other call - do not check corridor validity if no tile has changed since pathing
2 Months Ago
Update: Add DynamicResourceRef to UI_StoreTakeover - amend prop drawer to invoke the right prop Tests: none
2 Months Ago
fix animations of frogs not playing, skating sideways, and movement speed issues
2 Months Ago
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2 Months Ago
merge from main -> fix_hotbar_swap_overstack
2 Months Ago
Fix hotbar swapping not working with overstacks - move the RPC completely serverside so it can swap overstacks (thinking was we didn't need a network++ originally if we kept it clientside but forgot swapping overstacks is awkward) - keep existing admin checks
2 Months Ago
optimised props ao textures as it was the same issue with 227 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing max cap 110 files rgb -> 8-bit grey 183 files halved 2k -> 1k 24 files 146.3 MB -> 96.3 MB vram
2 Months Ago
merge from main -> base_occlusion
2 Months Ago
Small buffs for unused pies, doubled the bonus duration for: bigcat, hunters, pork (900→1800), fish (600→1200), chicken (300→600) Hunters pie bleed reduction up to 90% from 75%
2 Months Ago
optimised deployable ao textures where applicable. 245 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing cap 126 files rgb -> 8-bit grey 148 files halved 2k -> 1k 47 files 186.6 MB -> 92.6 MB vram ao is sampled from the green channel so rgb storage was never doing anything.
2 Months Ago
Refactor and cleanup of code
2 Months Ago
Clean: remove PathProxyFor - update StoreBundleTool to work with DynamicResourceRef Tests: none, not in use yet
2 Months Ago
hab armour split off into chunks so they can break off individually. when all chunks are gone, it leaves the frame of the armour. re-exported hab armour and added armour chunks.
2 Months Ago
Merge from sam_vs_drone
2 Months Ago
optimised weapon ao textures. 68 were oversized on disk and nearly all were storing a single channel as rgb. no weapons ships above 1024 now. max size 2048 -> 1024 (52 files) on disk 4096/2048 -> 1024/512/256 (68 files) bit depth rgb -> 8-bit grey (58 files) vram 114.8 MB -> 28.6 MB ao convention on weapons is half the albedo, so 1024 against the usual 2048 albedo. 80 already did this, we were just inconsistent about it. we could half again on a per asset basis depending on size of object.
2 Months Ago
Update: Add DynamicResourceRef<T> to replace PathProxyForAttrib Allows us to both automate more of the dynamic bundle assignment as well as help with future merge conflict resolution Tests: added it to UI_StoreTakeover and it's drawer
2 Months Ago
Glass AR - texture, material, naming updates, experimental SSS shader
2 Months Ago
Add tunble drone detonate distance convar.
2 Months Ago
possible NRE fix for mannequins
2 Months Ago
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.
2 Months Ago
Fix prevent building volumes being baked into the navmesh instead of ignored
2 Months Ago
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
2 Months Ago
merge from vehicle_pooling
2 Months Ago
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
2 Months Ago
Codegen
2 Months Ago
Merge from render_pipeline_testing
2 Months Ago
Merge from main
2 Months Ago
animation imports + keyframe curve editor
2 Months Ago
merge from main
2 Months Ago
Deleted old prefab location
2 Months Ago
Ladder collision and LOD setup
2 Months Ago
Merge from main
2 Months Ago
Merge from main