reporust_rebootcancel

155,160 Commits over 4,536 Days - 1.43cph!

1 Year Ago
Merge from monument_notification_sounds
1 Year Ago
All mannequin parts, prefab tweak and added clothes
1 Year Ago
Update: AnalyticsTable - return EventRecord back to pool - amended test to check for pool usage Tests: ran unit tests
1 Year Ago
renamed to BakedShoreVectors
1 Year Ago
Potential fix for sounds not responding to volume controls in build
1 Year Ago
1 Year Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
1 Year Ago
More sail deployment tweaks
1 Year Ago
1 Year Ago
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already
1 Year Ago
initial shore vector baker
1 Year Ago
merge from blueprint_fragment_fix
1 Year Ago
fixed bed workshop obj broken normals cause by rotated transform
1 Year Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
1 Year Ago
Update: AnalyticsUploader now flushes it's queue on shutdown. - Updated tests to validate everything got flushed - Fixed missed gzipstream end block serialization tracking - Fixed ever-growing memory stream Next up need to add EventRecord pooling, then gotta implement remaining uploaders, and in theory it's done Tests: ran unit tests
1 Year Ago
Add sail collision sets for raised and lowered states. Toggle as required.
1 Year Ago
Merge from monument_notification_sounds
1 Year Ago
- Fix for cargo ship notification, now plays only on a triggered event spawn rather than any spawn - Add convar for reenabling monument toast notifications - Add debug convar to figure out what's going wrong with oil rig notifications - Protocol increment for modified RPC's
1 Year Ago
Rebase on current /indirect_instancing
1 Year Ago
Clean up some failed experiments
1 Year Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
1 Year Ago
hatchet entity updates
1 Year Ago
Seperate physics queries from the avoidance logic itself Use cached physics results for a few frames instead of having to request fresh data every cycle
1 Year Ago
Anchor, plank, sail, steering wheel and small engine forward damage to their parent PlayerBoat
1 Year Ago
Swap all of the raycasting to run on jobs via RaycastCommands
1 Year Ago
Implement boat sinking for destroyed player boats
1 Year Ago
Enabled r/w on renderer batch of floating walkways
1 Year Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
1 Year Ago
Include world layer in groundwatch
1 Year Ago
Update: add per-AnalyticsTable telemetry - using this telemetry to improve unit tests Next up need to add support for flush-on-shutdown Tests: ran unit tests
1 Year Ago
Portal marker works with any direction Higher res deep sea icon
1 Year Ago
merge from main
1 Year Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
1 Year Ago
Bone knife and variation updated
1 Year Ago
Updated 50 Cal Models and Prefabs to include the ammo box Created 50 Cal Ammo Box Material Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
1 Year Ago
merge from volcano_stuff - was merged to release but not main
1 Year Ago
Club animation updates
1 Year Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
1 Year Ago
First pass floating city variant 3 (walkways and flow still WIP)
1 Year Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
1 Year Ago
remove red keycard from silo monument s2p
1 Year Ago
Hatchet variations set up
1 Year Ago
player update 3p mingun anims exported
1 Year Ago
First pass of map marker for the entrance portal
1 Year Ago
Prevent boat building stations from being placed overlapping.
1 Year Ago
Mannequin parts
1 Year Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
1 Year Ago
Add component to floating city prefab and deep sea island prefab
1 Year Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
1 Year Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays