reporust_rebootcancel

133,474 Commits over 4,293 Days - 1.30cph!

3 Days Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
3 Days Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
3 Days Ago
Fix native grid not having a non unique add method like the managed version.
3 Days Ago
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
3 Days Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
3 Days Ago
Deleted floating props from Floating City 4, ran S2P
3 Days Ago
Requests for what missions are valid on the server are now run on a work queue
3 Days Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
3 Days Ago
frame Y values on shutter again
3 Days Ago
painting reactive target IO handles, updated manifest
3 Days Ago
lightup frame correct IO placements
3 Days Ago
mortar blockout + mortar ammunition
3 Days Ago
scrapframe shutter V values
3 Days Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
3 Days Ago
Add menu option to toggle shutter of shutter frames (IO takes priority)
3 Days Ago
added params for default tiling and offset for shutters
3 Days Ago
correct Y offset values for shutter frames
3 Days Ago
lightup frame scripts integration
3 Days Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
3 Days Ago
fix inventory of scrap frames
3 Days Ago
set goldframe large slots back to 1
3 Days Ago
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
3 Days Ago
Clean: dead code removal Tests: none, trivial change
3 Days Ago
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
3 Days Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
3 Days Ago
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
3 Days Ago
RHIB Scientists now use LR300s - not MP5s
3 Days Ago
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
3 Days Ago
RHIB Scientists can attack players at a way higher range 30 -> 70
3 Days Ago
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
3 Days Ago
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
3 Days Ago
Picture frames - fixed text box clipping with mesh on medium ornate frame
3 Days Ago
main -> boatai_balancing_changes
3 Days Ago
tanky_ai_load_fix
3 Days Ago
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists Remove clear target log
3 Days Ago
adding more gesture anims for v4 update
3 Days Ago
Update: OcclusionGroupTests - clear global Occludees hashset on every test start old logic leaks were polluting tests, making it more annoying to validate unit tests Tests: ran unit tests
3 Days Ago
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall Tests: ran unit tests, 4/226 fail
3 Days Ago
Picture frames - fixed stretched textures in paintable area of standing frames, updated variants with photo capability
3 Days Ago
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test - some old logic based tests are failing this, so plugged it with a warning Tests: ran all unit tests, 8/226 fails
3 Days Ago
meds box art
3 Days Ago
IOEnt fixes, fix lightup frame flag issue, add visibility var for simplelights to pass through parent entity
3 Days Ago
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests - Emitting "Skipping Assert for a known bug!" warnings for those instead Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly. Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)
3 Days Ago
- Removed the Shadows section from the Graphics Settings menu - Added the Shadow Quality option to the Graphics Quality section of the graphics menu - Set up the Shadow Quality setting for each graphics preset
3 Days Ago
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
3 Days Ago
merge from main, shader fix
3 Days Ago
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
3 Days Ago
adding v4 rps gesture anims to source
3 Days Ago
merge from main
3 Days Ago
Updated model and textures for stone component box