reporust_rebootcancel

128,264 Commits over 4,201 Days - 1.27cph!

6 Days Ago
- Add support for incremental bonus rewards, to dispense a reward depending on how close we got to the objective target. Setup for underwater labs bonus objective - Add option for distance threshold for kills from team members on KillEntity objective types. Enabled this and set to 50m for the scientist boat hunt mission objective - Decreased scientist boat hunt target amount to 8 and updated mission phrases to be specific to RHIB - Increased wood item amount for floating city wood delivery mission
6 Days Ago
Add in methods to find free positions (for boat spawning) in radius's around centre point Fix more mounted weapon set NREs
6 Days Ago
Fix trees impostors in the deep sea getting stuck showing after resetting the deep sea and reconnecting - switch TreeManager from using local position when registering trees to using world position - fixes trees spawned parented to the island (before they are unparented) from being spawned in one tree grid but deleted from a different one - add ServerWorldPosition to keep existing behavior until we figure out if we are renaming ServerPosition
6 Days Ago
Partially reverted 134856, causing some issues
6 Days Ago
Refactor boat spawning code into a generic static method so I can spawn boat groups from anywhere
6 Days Ago
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6 Days Ago
naval_update -> scientist_boats_gameplay_2
6 Days Ago
naval_update/deep_sea -> naval_update
6 Days Ago
Increased player search range of PT Boat and RHIB PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group Its in the players best interest to kill the PT Boats, preventing groups from coming at them
6 Days Ago
scientist_boats_gameplay_2 -> naval_update
6 Days Ago
Made RHIB scientists way less tanky
6 Days Ago
Merge from boat_building
6 Days Ago
Merge from parent
6 Days Ago
Destroy all windows and doors when a boat is destroyed and starts to sink
6 Days Ago
Fix SetGesture() not working right with the new playables system. After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked. We can then apply weights as normal. Sleeping gestures etc were being ignored before: should now be back to normal
6 Days Ago
merge from fix_team_chat_carryover -> main
6 Days Ago
potential fix for staying in team chat after switching servers
6 Days Ago
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6 Days Ago
Also show block health if damaged or player is holding hammer
6 Days Ago
disable biome fog when in deep sea
6 Days Ago
remove redundant SprayFailReason.MountedBlocked debug log
6 Days Ago
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
6 Days Ago
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6 Days Ago
scientist_boats_gameplay_2 -> naval_update
6 Days Ago
compile fixes
6 Days Ago
Removed gibbable script from barricade stones in casino barge
6 Days Ago
Re trigger animator to fix issues with mounting helis.
6 Days Ago
merge from deployguide_swamp_brightness_fix
6 Days Ago
fix deploy guide darkening when entering swamp
6 Days Ago
Destroy graphs on disable and recreate them
6 Days Ago
merge from naval_update
6 Days Ago
Toned down the waves when crossing the portal as its client only
6 Days Ago
Merge: from baseplayer_serverupdateparallel - Optimizes ServerOcclusion by reordering work and reducing number of pairs considered - Optimizes parallel snapshot send out by reducing Pool contention - General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries) Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
6 Days Ago
Merge: from main
6 Days Ago
merge from naval_update/block_items_boats
6 Days Ago
Setup playable graph for other players after animator warm up to fix crash during animator.update.
6 Days Ago
Block all items not deployable on tugboats on player boats as well
6 Days Ago
Wolf Headdress improved skinning
6 Days Ago
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance Scene2prefab
6 Days Ago
Wolf Headdress updated
6 Days Ago
Skinning fix for 50 cal front left
6 Days Ago
Update: new ServerProfiler with more filters - Built on 276b03cf Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators. Tests: booted in editor, took a snapshot of 10 frames
6 Days Ago
Merged mannequin changes branch into floating cities
6 Days Ago
Updating flare rig
6 Days Ago
Material ID reduction on some floating walkway pieces
7 Days Ago
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7 Days Ago
Krieg shotgun viewmodel updates - Camera shake now matches pump - Added camere effect to ADS fire - Only plays the ADS fire if staying in that state - Blend/transition updates in the animator
7 Days Ago
Added leg and feet separation to the mannequins
7 Days Ago
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area - Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet) - Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful - Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle - Made ObjectiveStatus poolable and removed associated allocations - Fix kill entity mission objectives being incremented twice if kills from team members are enabled - Fix mission fail timer not using Unix time - Bump network protocol due to updated protobuf
7 Days Ago
removed all the debug logs I forgot about