reporust_rebootcancel

133,186 Commits over 4,293 Days - 1.29cph!

Today
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
Today
Merge from main
Today
Update: OcclusionGroup - tracked down another false-positive error - left a comment explaining why check was removed Whena player reconnects and reclaims a sleeper with a player in proximity, the eventual network group subscription will try to append to the occlusion group that already contains the reconnected player. Tests: reconnected with a player in vicinity
Today
Bugfix: ServerOcclusion - clean up occlusion group refs when retiring groups Fixes false-positive error logs Tests: 2p, 2nd player disconnects while 1st player is in vicinity - afterwards first player walks out then back into to original network cell
boatai_better_patrol -> main
Today
window paintable initial setup , gibs, lods etc
Today
Update: Update: OcclusionGroups - each members tracks which group refers to it Needed for an upcomign bugfix in OnDestroy and helps detect issues Tests: 2p on Craggy - tested players close, flying far away, teleporting, disconnect-reconnect - logged an extra problem to address
Today
Clean: refactored out OcclusionOnDestroy, as it was getitng messy - also added a null check to avoid pooling issues Tests: none, trivial changes
Today
Actually renamed it to Bear Skin Rug this time
Today
Bugfix: OcclusionGroups - ensure sleepers are tracked when player transitions to a different occlusiongroup This is an edge case when being in subscription range of a sleeper - sleeper's group would contain it and player, but player's group would have sleeper missing Tests: moved around in the vicinity of sleeper, checked internal state
Today
Fixed muzzle brake not unlocking via HV pistol ammo in tech tree
Today
Bugfix: OcclusionGroups - fix NRE when moving out of group with a sleeper - replaced with a IsVisibleFromFar check - also reworked teleportation logic via IsVisibleFromFar, as that's more correct - also IsVisibleFrom range check was wrong, so fixed that Previous code relied on subscriber to check if move-out-of-bounds occurred, but sleepers don't have a subscriber, so it NREed Tests: moved away from a cell with a sleeper, checked internal state
Today
Update: NetworkVisibilityGrid gains IsVisibleFromNear/Far(Group from, Group to) - expose via provider interface Needed for occlusion groups case of moving sleepers (as I can't rely on subscriber check) Tests: testted as part of followup bugfix
Today
merge from artist_pack_dlc
Today
paintable reactive target setup and script
Today
Debugging
Today
update all ornate frames with label code
Today
Light up Picture frames - added lods to xl and xxl versions, swapped material to new standard shader, fixed paintable area UVs
Fix the values so they can orbit smoothly
Today
Merge: from main
Today
Bugfix: OcclusionGroups - eagerly clean up occlusion group when teleporting - consolidated occlusion-group leaving logic Caught the bastard - due to over-time nature of subscription updating, there was a window in which the player could teleport and disconnect, leading to a leak of occlusion group and a null participant. Tests: on client, teleport2marker;kill, then separatelly disconnect; then on server run OcclusionValidateGroupson - all's gud
Fix some minor bugs with the new orbit state. Still needs some more work
Today
Updating skinning for paintball overalls
Today
- Updated worldmodel (scaled up to match existing asset, removed internals from LOD3 & re-positioned to be central to the world) - Updated world rig with updated model - Updated bounds in .worldmodel & .entity - Re-cached textures in .viewmodel (material updates broke this connection)
Today
paintable reactive target rig/anims exported and setup in prefab. Also world model animator controller created
Today
merge from artist_pack_dlc
Today
Fix npcZone OOB translation being wrong when parented to a ghostship
Today
Add hack to not check if underwater if parented to a ghostship
Today
Instead of removing the shadow mask mode completely from the UI, it's now only disabled to ensure it doesn't break graphics presets
Today
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
Today
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
Extra debugging Simplify the state Increase radius
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
Today
merge from main
Today
mirror 05 model and collision
boatai_avoid_trigger_fix -> main
Today
Save for debugging
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
Today
Update: minor changes - comment explaining why occlusion group isn't retired - error log for cases where we're unsubscribing from network group but we're not in it's occlusion group - TODO comment outlining a desync between group transitions on the border of subscription range and networkable destruction Tests: none, trivial changes
Today
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
Today
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
Today
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
Yesterday
Fix for anchored status. Slightly more lenient anchor-to-water check. Additional debug drawing.
Yesterday
Fix potential "Look rotation viewing vector is zero" error
Yesterday
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
Yesterday
Removed shadow mask setting from the Graphics Settings menu as we don't use a shader mask in Rust as it's for baked lighting only
Yesterday
Bugfix: check if occlusion group participant is null when cleaning up occlusion groups Should not be needed, but until I track down where nulls are happening this can prevent other issues Tests: none, trivial change
Yesterday
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Yesterday
Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls