reporust_rebootcancel

132,076 Commits over 4,262 Days - 1.29cph!

Yesterday
Fix GetUnmountedWaterFactor NRE
Yesterday
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
Yesterday
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
Yesterday
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost) Point hull square and hull triangle to it.
Yesterday
Fix incorrect edgeFlags, rotation, and flipped border meshes
Yesterday
Merge from boat_health
Yesterday
Add vertex colours toggle to editing UI
Yesterday
Merge from naval_update
Yesterday
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Yesterday
Merge from main
Yesterday
Merge from naval_update
Yesterday
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Yesterday
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
Yesterday
Merge from relationship_optim
Yesterday
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it Doesn't have Add or Remove methods as it only reads the list Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion
Yesterday
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs) This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
Yesterday
Merge from botcollider_optim
Yesterday
merge from naval_update
Yesterday
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
Yesterday
merge from settings_fixes
Yesterday
merge from store_gallery
Yesterday
Revert accidental change to skin viewer texture resolution, needs more testing
Yesterday
Merge: from networkcache_stalegroup - Bugfix for vanishing child entities (l-ike drybox on rhib) Tests: spawned rhib, teleported far then back after pause, paused again - all parts stayed in place
Yesterday
Bugfix: fix missing child entities (like drybox on rhib) by invalidating network cache on netgroup change Previously if parent moved it would update the network group of the hierarchy, but only parent would have it's cache invalidated. This meant that it was possible for child to be with a netgroup outside of network range, while parent is in network range. Tests: on Craggy, took rhib and drove it from E4 to a row above E0, teleported back to E4, waited for boat to stream out, teleported to boat and waited a bit - it stayed in place (previously drybox would disappear)
Yesterday
Fix scientists not moving
Yesterday
Fix scientists fsms being added to client budget queue in editor
Yesterday
Birthday candle hat reposed
Yesterday
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
Yesterday
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
Yesterday
Replace navmodifiers with navvolumes
Yesterday
Halloween mummy reposed
Yesterday
Re-enable scientists on deep sea islands
Yesterday
Make sleeping component server only
Yesterday
reduced packed blend mask resolution.
Yesterday
Hook new scientists to AIzones so that they go to sleep when no player is around
Yesterday
Readd new scientists to oilrigs
Yesterday
Added mannequin skinset to player model
Yesterday
Fix leg animator causing the player model to clip through the camera in first person mode.
Yesterday
Mannequin repose - not working yet
Yesterday
Fix `-nosteam` no longer working in editor. (Preferences -> Facepunch -> Disable platform services editor pref)
2 Days Ago
- removed offset transforms in prefab (in preparation for new anims to be exported at the origin) - re-introduced 0.7 scaling (not able to set to 1 due to issues with scope attachments)
2 Days Ago
set lod distances further to 5% on balloon clumps
2 Days Ago
Replace ServerUpdateBots with a PersistentObjectWorkQueue In a test of 500 bots on the server (about baseline on an empty server) this was taking 0.25ms because it looped over every entity, every frame. The internal logic is time gated so it would only actually check/modify 5-15 each frame WorkQueue is budgeted at 0.05ms and goes through as many as possible in a frame within that window As this might result in some bot colliders temporarily being the wrong size for a frame or two I've added manual forced collider size updates when a player state changes that we are otherwise checking in the update process (mounting/dismounting/wounding/crawling) to minimise any delays
2 Days Ago
Merge from naval_update
2 Days Ago
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
2 Days Ago
Vertex colours visual for edit mode
2 Days Ago
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
2 Days Ago
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client Should save 0.1ms a frame
2 Days Ago
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
3 Days Ago
Remove wrong assertion