reporust_rebootcancel

140,549 Commits over 4,536 Days - 1.29cph!

12 Months Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
12 Months Ago
monument event notifications sounds
12 Months Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
12 Months Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
12 Months Ago
merge from modding_cui_merges -> main
12 Months Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
12 Months Ago
merge from laserdetector_fastvehicles_fix
12 Months Ago
Fixed laser detector not detecting fast moving vehicles reliably
12 Months Ago
Fix compile error
12 Months Ago
Fixed bucket container_a prefab Added lights to one of the string lights as a test Casino mesh changes Nephorlepis static prefabs Flourescent_e light prefabs Added triple_light prefab with built in lights Sand_pile_a prefab and model Casino interior dressing progress
12 Months Ago
Update from repo after merging 9 slice support
12 Months Ago
merge from main -> modding_cui_merges
12 Months Ago
merge from io_serverrestart_fix
12 Months Ago
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
12 Months Ago
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
12 Months Ago
Improved messages for inventory "Cant move Item" -> detailed failure message
12 Months Ago
merge from fix_arctic_puzzle_reset -> main
12 Months Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
12 Months Ago
AI boats will now attempt to ram players
12 Months Ago
Fix compile error in new Translate.GetPhrase() server method
12 Months Ago
AI Boats will sometimes drive by the targets then pull in front or behind them
12 Months Ago
Add more debug output to the indirect_instancing.debug overlay
12 Months Ago
merge from main -> fix_arctic_puzzle_reset
12 Months Ago
Added server version of Translate.GetPhrase
12 Months Ago
Switch to new Translate.GetPhrase() when reassigning reset phrase
12 Months Ago
merge from main -> fix_arctic_puzzle_reset
12 Months Ago
Added Translate.GetPhrase method, was needed to get phrase from a token
12 Months Ago
RPG Ammo - Added simple initial projectile prefab for all three ammo types
12 Months Ago
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too) - CheckSleepingAIZForPlayers - IgnoreAboveGroundPlayers - BroadcastResetMessage - ResetPhrase (token)
12 Months Ago
Reverse steering if we are going backwards
12 Months Ago
Bring back incremental steering
12 Months Ago
Fixed bugs with moving the claim from one boat to the other
12 Months Ago
merge from door_canopen_saveload
12 Months Ago
merge from naval_update/deep_sea
12 Months Ago
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
12 Months Ago
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix: - Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site) - Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
12 Months Ago
merge from analytics_texture_memory -> main
12 Months Ago
merge from workshop_scene_bugfixes -> main
12 Months Ago
Expose texture memory usage in client analytics
12 Months Ago
merge from fix_entity_scale_occlusion -> main
12 Months Ago
Fix `ent scale` only accepting an int instead of accepting float
12 Months Ago
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed - this should only be called on the client when the scale has changed so it won't reset culling on every single network update Fix entity not being able to reset to 1 scale since it was ignoring default scaling size - network scale every update if `networkEntityScale` is enabled
12 Months Ago
Bump default ocean scale to 3 in deep sea
12 Months Ago
Deep sea weather presets
12 Months Ago
bump maps, visible backfaces for depth cues
12 Months Ago
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
12 Months Ago
workshop scene bugfixes
12 Months Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement
12 Months Ago
Fix entity scaling not updating the bounds & culling bounds of entities - recalculate both the bound and the culling bounds - reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
12 Months Ago
Added PT Boat 50 Cal Dual and Single FBX and Textures Setup PT Boat 50 Cal Materials Started Setting up PT Boat 50 Cal Prefabs