160,957 Commits over 4,566 Days - 1.47cph!

10 Months Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
10 Months Ago
paintball 3p entity update - updated position of flashlight/lasersight attachment
10 Months Ago
Light up frames - adjusted LODs for XL and XXL versions
10 Months Ago
more wip
10 Months Ago
Paintball gun updates - set only lasersight/flashlight as useable attachments - added viewmodel attachment override and positioned both attachments on model currectly
10 Months Ago
Update: declare a boot time switch to disable new server occlusion groups Need to bring back old logic for it, that'll be next. Tests: none, trivial change
10 Months Ago
Merge: from main
10 Months Ago
Tweaked two values to stop clipping issues we're seeing with the cannon
10 Months Ago
merge from main - added support for transparency on decal shader
10 Months Ago
Added support for decal layers on transparent surfaces on the Standard shader
10 Months Ago
stopengine_nre -> main
10 Months Ago
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
10 Months Ago
Compile fix
10 Months Ago
Ocean WIP.
10 Months Ago
wood box added prefab for box
10 Months Ago
wood box game model and updated prefabs, ran manifest and localization
10 Months Ago
Light up frames - fixed material config and paintability
10 Months Ago
wood box placeholder textures
10 Months Ago
edited paintable reactive target animtions and transition blends on anim.controller
10 Months Ago
merge from main
10 Months Ago
Migrated deep sea ocean params to new env properties section.
10 Months Ago
Cherrypicked deep sea ocean feature to test branch.
10 Months Ago
merge from indirect_instancing
10 Months Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
10 Months Ago
Codegen so domain reload works
10 Months Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
10 Months Ago
Merge from naval_update
10 Months Ago
Switch back to the mainland view on the map screen if it closes while open
10 Months Ago
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
10 Months Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
10 Months Ago
Subtract merge on 140788
10 Months Ago
artist_pack_dlc -> artist_dlc_ornate_frames
10 Months Ago
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
10 Months Ago
Fixed ghost ship map markers rotation and scale
10 Months Ago
Properly support inherited SyncVars up to an infinite depth
10 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
10 Months Ago
Merge: from main
10 Months Ago
fix cloud weirdness when overriding weather state when playing back a demo
10 Months Ago
Clean: move OcclusionValidateGroups servervar to ServerOcclusion - codegen Tests: server compiles
10 Months Ago
more window paintable work
10 Months Ago
Clean: GetOccludees => OcclusionGroup getter Tests: server compiles
10 Months Ago
Clean: OcclusionGroups - define bespoke ServerOcclusion.Group - updated code references Tests: all modes compile in editor
10 Months Ago
Clean: OcclusionGroup - lower core of logic from BasePlayer to BaseNetworkable - also move cached subscribers cleanup to BasePlayer.OnServerDestroy - split off server occlusion logic into it's own BaseNetworkable potion Tests: all platforms compile in editor
10 Months Ago
set lightup frames to use standarddecalwithtwo shader again
10 Months Ago
tweaked free sockets on goldframe medium and small so they are deployable on space building skin
10 Months Ago
Bugfix: ServerOcclusion - clean up external references when BaseNetworkable is destoyed Dobbie's free, this is the last bug I could theorycraft. There's a small window before occlusion would update and unsubscribe where a teleport then destroy could leave a dangling set of references, but this doesn't happen because of unnecessary SetParent being called when BaseEntity is destroyed on the server(but this should be fixed separately) Tests: not testable
10 Months Ago
stay_close_death_fix -> main
10 Months Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
10 Months Ago
fixed artist canvas gibs missing material, fixed artist canvas medium not linked to correct paintable, fixed broken deploy guide on ornate medium frame, fixed lods on paintable reactive target all displaying, fixed easel top mesh render warnings, and rendered easel icon
10 Months Ago
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all