reporust_rebootcancel

122,063 Commits over 4,048 Days - 1.26cph!

10 Months Ago
Merge Cargoship Log Spam Fix -> Main
10 Months Ago
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
10 Months Ago
Client compile fix, code cleanup
10 Months Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
10 Months Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items
10 Months Ago
Prefab tweaks
10 Months Ago
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
10 Months Ago
Update: Adding Pool.FreeUnmanaged overload for MemoryStream Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env. Tests: build only in editor, all targets
10 Months Ago
Wire deployment cancel condition
10 Months Ago
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T> Tests: trivial change, so only built Client+Server
10 Months Ago
LODs prefab update
10 Months Ago
merge from radtown_redux
10 Months Ago
merge from main
10 Months Ago
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
10 Months Ago
merge from mountable_rotation_fix
10 Months Ago
merge from fix_convar_defaults_server
10 Months Ago
merge from optimize_prewarm_doors
10 Months Ago
merge from triggerbase_fix
10 Months Ago
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
10 Months Ago
Temp model Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
10 Months Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
10 Months Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
10 Months Ago
Let bike driver wield items
10 Months Ago
Backups/unsaved
10 Months Ago
Updated third and first person animations for rock paper scissors gesture.
10 Months Ago
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10 Months Ago
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10 Months Ago
▆▉▄ ▋▍▍▋▅ ▍▌█ ▄▄▌▆█▌▇▆ ▆▅▉▇▅▄▇▋▆▇ ▅▋▊ ▄▍▌ ▋▉▌ █▋▇▊▋▉▅▅▇▄▊ ▄▌▋▄ ▌▇▊ ▅▍▋▉▆ █▋▌▄▌ (▍▅▄▉▌▍▌▉▍█ ▋▌▄▌ ▍▋▊▆ ▆ ▄▉▅ ▊▅▉▉▅▍▉▍ ▍▍█▇). ▅▆▍▄▅, ▍▌█▍▌▌▇▍▌, ▉▉▋█▉, ▄▆▌▉▍▍▆, ▌▍▄▍▉▌▇▊▋, ▋▋▊▅▇, ▆▄▅▋▆.
10 Months Ago
Rock paper scissors gesture anim progress + backups
10 Months Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
10 Months Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
10 Months Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
10 Months Ago
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.
10 Months Ago
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
10 Months Ago
Update: Constraining Pool.Free - Step one * Primary Pool.Free overload now only accepts IPooled types * Secondary overloads added to work with collections (not restricted to IPooled yet). They all call Clear() on the returned pooled container. * Pool.FreeList now just pipes to one of Pool.Free secondary overloads (proper cleanup will be done later - there's 800 occurances of FreeList usage) * Added Pool.FreeUnmanaged as an escape hatch for types that are in the pool but don't implement IPooled interface. Motivation: If we want to avoid leaking memory and reduce potential of "improperly-recycled" pooled objects, so we need a more controlling API for Pool that allows users to avoid misusing it and calling the wrong API by accident. We'll get there by providing a stricter API that checks for users whether it's legal to use it in a particular way. This means I have to write a bunch of boilerplate (overloads + variations) and clean up all the use cases we have(both the types that might benefit from IPooled and all the API usage points). Tests: built all targets for scripts in editor. Didn't do any runtime testing as there's only 1 safe functional change (clearing of collection on return to pool).
10 Months Ago
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10 Months Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up
10 Months Ago
Clean: Nuking SimpleList.cs Nothing uses it anymore, and it's superseeded by BufferList. Tests: All targets in editor built succesfully
10 Months Ago
Update: Replacing SimpleArray uses with BufferList. BufferList also avoids allocations when default-constructed. There's 2 reasons for this change: they're functionally the same(with a small change for default BufferList), but BufferList offers more. Also, and the primary reason, it allows me to refer to the type at a lower assembly level (Facepunch) so that I can continue making Pool's API more strict. Tests: checked all "targets" build in Unity, no runtime tests (well, editor runs this code outside of playmode as well, so there's that)
10 Months Ago
Merge from main
10 Months Ago
Merge from nexus
10 Months Ago
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▇▊█ ▋▇▊█▉ ▇▇█▇▅▅▊▇▅▉ ▊▊▄▊▄▌▄▅ ▇█ ▉▍▆▉█▇▉ ▅▄▇▄ ▄▉▋▌▊▍█'▊ ▅▊ ▄▋▆▋█▄▋▉▊▋ (▆▇▍▄▇ ▅▍▍▋▊ █▇▌ █▉▅▇▋█ ▌▊▉▆▌▉ ▅▄▌▄ ▆▋▉▇▊▋▋▊▋█▉▄▉▌█)
10 Months Ago
Merge main
10 Months Ago
Bike Cargoship Parent -> Main
10 Months Ago
Clipping check doesn't apply to parent objects
10 Months Ago
Line of sight checks when placing down the wire
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
Hot air balloon compile fix