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128,398 Commits over 4,201 Days - 1.27cph!

11 Days Ago
Bugfix: AnalyticsV2 - fix invalid Json aggregation - logs are aggregated again to reduce spam This breaks azure bulk aggregation, but now the code structure is in place to support both Tests: ran unit tests
11 Days Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
11 Days Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
11 Days Ago
Added hackable crate to ghost ships When the deep sea opens, we spawn one single hackable crate in a random ghost ship Added deepsea.hackablecrates_count, default to 1
11 Days Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
11 Days Ago
Codegen Manifest
11 Days Ago
fix world model outline not showing on loaded rpg ammo (for dropped item) - added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
11 Days Ago
merge from cannon_water_fixes
11 Days Ago
FIx cannon water factor override only existing on clients
11 Days Ago
Floating city 1 2 3 scene2prefab
11 Days Ago
Fix floating point overlow in mip level calculation
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
11 Days Ago
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator Added fake curtains to block off the interior when peeking from outside Various other tweaks and fixes
11 Days Ago
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity
11 Days Ago
Bugfix: AnalyticsV2 - skip client analytics if steam hasn't been started Tests: none, trivial change
11 Days Ago
re-populated worldmodel prefab (would not re-connect), scale and collider updates
11 Days Ago
set viewmodel prefab to use bone based animation
11 Days Ago
Bugfix: AnalyticsV2 - Log and DryRun no longer skip accumulators and uploaders once changed As an extra, it got rid of a bunch of inheritance code Tests: ran unit tests and logged analytics in editor
11 Days Ago
Fix shooting/reloading cannons under water
11 Days Ago
Add playerboat.sink
11 Days Ago
Fix bug that capped the amount of cameras you can add to a computer station at 256 characters of the combined identifiers, caused by the default max length when reading the joined bookmark string on the client. Bumped it to 1024 which should be more than enough for most situations.
11 Days Ago
fix deploy guide"built-in render texture type not found" error
11 Days Ago
Merge: from main
11 Days Ago
naval_update -> pt_boat_2
11 Days Ago
merge from ferry_cameras
11 Days Ago
Assigned names to the 4 static cctv cameras at ferry terminal, they actually work now. S2P FERRYDOCK, FERRYUTILITIES, FERRYPARKING, FERRYLOGISTICS
11 Days Ago
Lerp when not using sights based on a fixed sensitivity value
11 Days Ago
added hazmat worldmodel, set up prefab and linked to item.
11 Days Ago
set up viewmodel prefab with updated model, re-populated animator and updated anim names
11 Days Ago
Client Prediction V2: Calculate a common time frame reference to send as a time key Hold a list of 20 previous predicted states on the client On receving a new server state: check your list Reconcille if needed
11 Days Ago
More debugging ConVars
11 Days Ago
put the ocean back into the cargo test scene (ocean topology)
11 Days Ago
merge from anisotropic_fallback
11 Days Ago
RPG7 - Fixed ammo position in world model prefab
11 Days Ago
Update: UsePlayerTasks - ensure SendEntitySnapshotsWithChildren_AsyncState have equally sized batches Previously we counter players for batch limit (skipping it's hierarchy), but that could lead to lopsided unequal tasks Tests: couldn't test this one, but it's similar code to other places so should be gud
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
Dont call kill on dead or destroyed players
11 Days Ago
Better logs from deep sea commands
11 Days Ago
Added component to show loaded ammo in dropped RPG
11 Days Ago
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
11 Days Ago
Fixed client portal weather lerping
11 Days Ago
Make sure to network the deep sea Open flag to clients
11 Days Ago
Optim: UseOcclusionV2 - ServerOcclusion caches unoccluded connections - removed couple redundant if checks This allows us to completelly skip faster-but-still-slow ShouldNetworkTo that have internal hash lookups in SendNetworkPositions - hoping it'll speed it up 50% Tests: ran in and out of occlusion on Craggy. disconnected to validate sleeper, then killed sleeper and reconnected - all works
11 Days Ago
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
11 Days Ago
Added a shader for rendering the movement of paintball pellets inside a hopper
11 Days Ago
Raised height of weapons vendor due to legs clipping (supplies barge)
11 Days Ago
merge from fc_shorevector_fixes
11 Days Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
11 Days Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)