reporust_rebootcancel

132,942 Commits over 4,293 Days - 1.29cph!

Yesterday
ballista_mounting_fix -> main
Yesterday
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
Added a timer to portal map marker to show the time left before the deep sea closes
2 Days Ago
Updated deep sea portal markers
2 Days Ago
Tweaked wipe duration and radiations
2 Days Ago
stand driving pose update
2 Days Ago
added 60 fps reload anim for 3p paintballgun
2 Days Ago
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2 Days Ago
passenger pose update
2 Days Ago
Merge: from useplayertasks_invisplayers - Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2 Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
2 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - when player leaves occlusion group, clean up last visibility timestamps - fixed whitespacing after merging messing it up in one of the files This caused negative feedback loop. If EntityQueue doesn't send snapshot during network subscription change (because of OcclusionFrameCache), the ServerOcclusion should send it, but having an expired visibility timestamp meant it didn't send the snapshot (expired == previously visible, so snapshot already sent). Tests: on Craggy with UsePlayerUpdateJobs 2 flew 2 players outside of network range, then made 2nd player fly in a minicopter to the 1st - was visible. Repeated this flight test 5 times - all passed.
2 Days Ago
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2 Days Ago
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2 Days Ago
dpv and workcart upates
2 Days Ago
Fixed deep sea rad volume not restored after a server restart
2 Days Ago
Fixed duped collider on deep sea bottom collider
2 Days Ago
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2 Days Ago
Add support for different animator override controllers per surface type on wallpaper tool
2 Days Ago
Merge from main
2 Days Ago
merge from main to fix gui issue
2 Days Ago
Fixed some properties in the shader GUI script that were causing errors with the StadardWithTwoDecals shader's materials
2 Days Ago
merge from main
2 Days Ago
deleted unity viewmmodel camera anims (no longer needed)
2 Days Ago
merge from main
2 Days Ago
Anim update to Krieg shotgun and batteringram
2 Days Ago
merge from indirect_instancing
2 Days Ago
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
2 Days Ago
Fix command count mismatch error spam due to destroyed materials.
2 Days Ago
merge from indirect_instancing (exception fix)
2 Days Ago
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
2 Days Ago
Merge from main
2 Days Ago
merge from indirect_instancing
2 Days Ago
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
2 Days Ago
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3 Days Ago
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
3 Days Ago
Merge from parent
3 Days Ago
Apply minimum height to military tunnels S2P
3 Days Ago
Add support for optional minimum height for sphere puzzle resets
3 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
3 Days Ago
autoturret_improvements -> main (passed unit tests)
3 Days Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
3 Days Ago
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3 Days Ago
Easels drop paintings (data saved) when destroyed
3 Days Ago
merge from slots_optimize
3 Days Ago
S2P Outpost
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
merge from naval_update
3 Days Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`