reporust_rebootcancel

158,841 Commits over 4,566 Days - 1.45cph!

1 Year Ago
merge from fix_terrain_texturing_alloc -> main
1 Year Ago
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator - reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
1 Year Ago
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
1 Year Ago
Setup prevent building volume on small engine.
1 Year Ago
▋ ▇▄▇▉ ▍▆▍ ▉█▍ ▌▍▌▊▆▆▋▆█▋ ▋▆ ▆▊▄▌▍▇▋▋▅ ▍▍▊ ▊▅▆▉▄▆▄██ ▆▋ ▋▋ ▆▅█ ▊█ ▆▉▍▄▌▋ █▅▇ ▊▌▋▋▍▄▆ ▄▄▄▅ ▆▆▊▇▌▍▌▇▅▊ ▆▆▅▋ ▋▇▊▉▇█▄ ▍▌█▉▋▉▋ ▊█▆▄██▆▄▍▊▆ ▌▌ ▅▄▋ ▇▊▉▄▆▋▊█▋▉▅ ▇▇▆ ▋▄█▄▊
1 Year Ago
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs This avoids ObjectEqualityComparer which has overhead because of unity-null checks Tests: none, trivial change
1 Year Ago
Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler Tests: ran in and out of occlusion
1 Year Ago
m15 viewmodel fixes - updated rigged file - emissive now working - fixed skinning issues - removed shaking on ADS Idle - Ironsights now perfect
1 Year Ago
Rewrite how entity labels are applied in BaseNetworkable DoPrepare, now also removes old incorrect entity labels. -> FIxes ~460 entity prefabs with wrong labels that no longer apply
1 Year Ago
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility Tests: none, trivial change
1 Year Ago
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
1 Year Ago
Optim: UseOcclusionV2 - invert how we process occludees - instead of checking if we need to send player to occludees, we process occludees against player This caused us to miss sleepers previously, which we corrected with extra checks by reversing pairs(and potentially generating more netowrk messages). But we don't need to do all of that extra work if we do it in the right order. Hoping this cuts downstream queue 2x. Tests: 2p on craggy - checked occlusion works, going invis works, spectating works, sleepers replicate
1 Year Ago
Added deepsea_floatingcity3
1 Year Ago
Play attack animations on the player when attacking (from a turret)
1 Year Ago
merge from naval_update
1 Year Ago
merge from naval_update/floating_cities
1 Year Ago
merge from halloween_25_update made halloween wallpapers limited time offer
1 Year Ago
merge from oilrig_postvolume_fix
1 Year Ago
set halloween wallpapers as limited time offer
1 Year Ago
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
1 Year Ago
Added back landmark info to floating cities 1 2 3 and 4 S2P 1 2 and 3
1 Year Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
1 Year Ago
merge from player_hurt
1 Year Ago
merge from naval_update
1 Year Ago
Adding flashlight rig to refresh branch
1 Year Ago
merge from naval_update
1 Year Ago
Experimental frame synchronisation ConVars
1 Year Ago
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
1 Year Ago
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way) Makes it easier to track what's related to what Tests: editor compiles
1 Year Ago
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key Helps avoid unity-null check overhead when looking up recently seen players Tests: 2p session on craggy - disconnected as second and killed sleeper
1 Year Ago
RPG7 - Adjusted LODs and fixed some issues
1 Year Ago
merge from skin_bent_normals
1 Year Ago
assigned missing physics mats on some boat building blocks
1 Year Ago
merge from fix_deep_sea_portal_far -> naval_update
1 Year Ago
1 Year Ago
Fixed yaw issues on ptboat front turret
1 Year Ago
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
1 Year Ago
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
1 Year Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
1 Year Ago
▉ ▄▋▆▄▉▍▌▅ ▇▊▆▆▌▆▋██▌▇▌▄█ ▄▉▊ ▅▊▍▌▉█▄▉█▇▄▋▊▉▇▊ ▊▉▌▍ ▄▌▅ ▆█▅▊ ▊▅▉▊▊▋██ ▇▌▇ ▋▅▆▊▇▌▊▊ ▌▇▄▆ ▇▍▆▉▉▆█▋██▌▇█▌▋█▄▅▅▄▋▇▌ ▋▊▇ ▉▇▉▋▇▇▊▍▆▊█▅▌▅▌▅▍▇▇▌▆█▅▆ ▉▊ ▆▄▉▍▅█▌▅▋▅▅ ▊▄▉▋█▊▄ ▍▌▆▍▆▉██▇ ▌▅▄ ▆▇▅▊▅▊█▆▉
1 Year Ago
▉ █▇▌▅▋ ▄▌▍▉ ▅▋▌▋
1 Year Ago
floating_city_4 a few more bugs fixed
1 Year Ago
floating_city_4 bug fixes
1 Year Ago
Replaced mailbox placeholder description on sail , added sail token
1 Year Ago
merge from workshop_max_texture_res -> main
1 Year Ago
Only show the finish editing option if we're looking at the station, not the netting.
1 Year Ago
Revert yaw clamp on cannons
1 Year Ago
Fix typo, add shortname to material information
1 Year Ago
Resize boat building station netting area to support max size boats of 10x5. Reposition colliders, volumes, buoys.
1 Year Ago
merge from Halloween_25_Update/PH/storepage