reporust_rebootcancel

133,126 Commits over 4,293 Days - 1.29cph!

Today
Merge from dropped_item_optim
Today
merge from indirect_instancing
Today
rebase on main
Today
Properly cull underground objects when Indirect Instancing is enabled
Today
Progress
Today
Rename queue budget
Today
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
Today
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Today
underwater fog lerping respects reflection.forceupdate
Today
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
Today
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
Today
Merge from naval_update
Today
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
Today
Upgrade to Discord social SDK 1.8.13395 Hook up RegisterAuthorizeRequestCallback
Today
Don't allow deployable corpses on boat hulls while in edit mode
Today
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
Today
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
Today
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
Today
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Today
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50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
Yesterday
NRE fix
Yesterday
Ensure only drivers can toggle RHIB lights
Yesterday
WIP Painting Line draw tool
Yesterday
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
Yesterday
Paintable Reactive Target - Updated texture size down from 4K to 2K
Yesterday
merge from main/naval_update
Yesterday
Try setting ruin door to world layer to fix navmesh bug
Yesterday
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
Yesterday
merge from deployer_vm_3p_fix
Yesterday
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
Yesterday
Reimplement deep water checks in batched buoyancy
Yesterday
boat_planner_new_icons -> main
Yesterday
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
Yesterday
more prefab setup
Yesterday
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
Yesterday
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
Yesterday
main -> naval_update
Yesterday
deepsea_disable_drone -> main
Yesterday
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
Yesterday
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
Yesterday
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
Yesterday
Ornate Frame Setup
Yesterday
added metal box corpse
Yesterday
worldmodel, projectile and entity prefab set up
Yesterday
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
Yesterday
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
Yesterday
merge from naval_update