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133,371 Commits over 4,293 Days - 1.29cph!

2 Days Ago
Light up frames - fixed material config and paintability
2 Days Ago
wood box placeholder textures
2 Days Ago
edited paintable reactive target animtions and transition blends on anim.controller
2 Days Ago
merge from main
2 Days Ago
Migrated deep sea ocean params to new env properties section.
2 Days Ago
Cherrypicked deep sea ocean feature to test branch.
2 Days Ago
merge from indirect_instancing
2 Days Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
2 Days Ago
Codegen so domain reload works
2 Days Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
2 Days Ago
Merge from naval_update
2 Days Ago
Switch back to the mainland view on the map screen if it closes while open
2 Days Ago
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
2 Days Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
2 Days Ago
Subtract merge on 140788
2 Days Ago
artist_pack_dlc -> artist_dlc_ornate_frames
2 Days Ago
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
2 Days Ago
Fixed ghost ship map markers rotation and scale
2 Days Ago
Properly support inherited SyncVars up to an infinite depth
2 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
2 Days Ago
Merge: from main
2 Days Ago
fix cloud weirdness when overriding weather state when playing back a demo
2 Days Ago
Clean: move OcclusionValidateGroups servervar to ServerOcclusion - codegen Tests: server compiles
2 Days Ago
more window paintable work
2 Days Ago
Clean: GetOccludees => OcclusionGroup getter Tests: server compiles
2 Days Ago
Clean: OcclusionGroups - define bespoke ServerOcclusion.Group - updated code references Tests: all modes compile in editor
2 Days Ago
Clean: OcclusionGroup - lower core of logic from BasePlayer to BaseNetworkable - also move cached subscribers cleanup to BasePlayer.OnServerDestroy - split off server occlusion logic into it's own BaseNetworkable potion Tests: all platforms compile in editor
3 Days Ago
set lightup frames to use standarddecalwithtwo shader again
3 Days Ago
tweaked free sockets on goldframe medium and small so they are deployable on space building skin
3 Days Ago
Bugfix: ServerOcclusion - clean up external references when BaseNetworkable is destoyed Dobbie's free, this is the last bug I could theorycraft. There's a small window before occlusion would update and unsubscribe where a teleport then destroy could leave a dangling set of references, but this doesn't happen because of unnecessary SetParent being called when BaseEntity is destroyed on the server(but this should be fixed separately) Tests: not testable
3 Days Ago
stay_close_death_fix -> main
3 Days Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
3 Days Ago
fixed artist canvas gibs missing material, fixed artist canvas medium not linked to correct paintable, fixed broken deploy guide on ornate medium frame, fixed lods on paintable reactive target all displaying, fixed easel top mesh render warnings, and rendered easel icon
3 Days Ago
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
3 Days Ago
Death screen now switches back to the mainland if the deep sea closes for any reason
3 Days Ago
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
3 Days Ago
Merge from main
3 Days Ago
Update: OcclusionGroup - tracked down another false-positive error - left a comment explaining why check was removed Whena player reconnects and reclaims a sleeper with a player in proximity, the eventual network group subscription will try to append to the occlusion group that already contains the reconnected player. Tests: reconnected with a player in vicinity
3 Days Ago
Bugfix: ServerOcclusion - clean up occlusion group refs when retiring groups Fixes false-positive error logs Tests: 2p, 2nd player disconnects while 1st player is in vicinity - afterwards first player walks out then back into to original network cell
3 Days Ago
boatai_better_patrol -> main
3 Days Ago
window paintable initial setup , gibs, lods etc
3 Days Ago
Update: Update: OcclusionGroups - each members tracks which group refers to it Needed for an upcomign bugfix in OnDestroy and helps detect issues Tests: 2p on Craggy - tested players close, flying far away, teleporting, disconnect-reconnect - logged an extra problem to address
3 Days Ago
Clean: refactored out OcclusionOnDestroy, as it was getitng messy - also added a null check to avoid pooling issues Tests: none, trivial changes
3 Days Ago
Actually renamed it to Bear Skin Rug this time
3 Days Ago
Bugfix: OcclusionGroups - ensure sleepers are tracked when player transitions to a different occlusiongroup This is an edge case when being in subscription range of a sleeper - sleeper's group would contain it and player, but player's group would have sleeper missing Tests: moved around in the vicinity of sleeper, checked internal state
3 Days Ago
Fixed muzzle brake not unlocking via HV pistol ammo in tech tree
3 Days Ago
Bugfix: OcclusionGroups - fix NRE when moving out of group with a sleeper - replaced with a IsVisibleFromFar check - also reworked teleportation logic via IsVisibleFromFar, as that's more correct - also IsVisibleFrom range check was wrong, so fixed that Previous code relied on subscriber to check if move-out-of-bounds occurred, but sleepers don't have a subscriber, so it NREed Tests: moved away from a cell with a sleeper, checked internal state
3 Days Ago
Update: NetworkVisibilityGrid gains IsVisibleFromNear/Far(Group from, Group to) - expose via provider interface Needed for occlusion groups case of moving sleepers (as I can't rely on subscriber check) Tests: testted as part of followup bugfix
3 Days Ago
merge from artist_pack_dlc
3 Days Ago
paintable reactive target setup and script