reporust_rebootcancel

129,151 Commits over 4,232 Days - 1.27cph!

Yesterday
Merge from fix_use_bundles
Yesterday
Optim: OcclusionV2 - skip resetting lastPlayerVisibility every frame Turns out didn't need to make the other half of changes Tests: used invis close and far away
Yesterday
Update: UseOcclusionV2 - simplify toggling invis - when enabling invis, notify occlusion tracking that we destroyed entity on subscriber's end - when disabling invis, skip sending snapshots - occlusion will handle it Halfway to remove the constant hashSet.Remove calls in GatherPairs loop Tests: UsePlayerUpdateJobs 2, toggled invis in front of player. went invis, flew outside network range, flew back, disabled invis - spawned correctly.
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
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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
2 Days Ago
merge from Minifridge_IndustrialAdapter
2 Days Ago
Jacket snow repose
2 Days Ago
Lowered the industrial adapter socket so its not floating above the fridge when deployed
2 Days Ago
merge from naval_update
2 Days Ago
Merge from parent
2 Days Ago
exported updated chainsaw harvesting anims and slight edit of vm admire camera
2 Days Ago
prefab update
2 Days Ago
prefab update
2 Days Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
2 Days Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
2 Days Ago
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
2 Days Ago
building planner texture update with new graphics
2 Days Ago
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
2 Days Ago
naval_update -> scientist_boat_ai_improvements_3
2 Days Ago
turret_head_animations -> naval_update
2 Days Ago
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2 Days Ago
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2 Days Ago
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.
2 Days Ago
Merge: from main
2 Days Ago
Adjust rhib scientists HP
2 Days Ago
More oil rig boat ai avoidance layer adjustments
2 Days Ago
Update to rear 50cal character position + timing changes on front 50cal weapon anims
2 Days Ago
rocket launcher rpg despawn set
2 Days Ago
Fixed some indirect lighting issues with the lit shader in RRP