reporust_rebootcancel

131,656 Commits over 4,262 Days - 1.29cph!

41 Days Ago
Setup floor.wood prefabs, sockets, added to boat planner.
41 Days Ago
Merge: from main Needs codegen
41 Days Ago
Update: AnalyticsV2 - Azure uploader will update uploading client if endpoint settings change Tests: changed settings and checked with debugger
41 Days Ago
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41 Days Ago
Manifest update
41 Days Ago
Compile fix
41 Days Ago
Clean: replace ClientVar + ServerVar with ConsoleVar Generates less commands, avoids duplication in console autocomplete Tests: ran stats command - it worked
41 Days Ago
Update: AnalyticsV2 - allow resetting stat tracking Tests: logged stats before and after reset
41 Days Ago
merge from Halloween_25_Update/PH
41 Days Ago
Update: AnalyticsV2 - expose stats via convars Available via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: enabled v2 analytics and ran above commands
41 Days Ago
Disabled some props from the GhostShip that will be in the lighting prefab instead. Transmission on the blue plastic fish crates. New signal light materials for red/green/white Working scene progress.
41 Days Ago
Card table world canvas culling based on distance
41 Days Ago
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
41 Days Ago
Run anims on place/block change
41 Days Ago
Fix compile error
41 Days Ago
Final gen
41 Days Ago
rpc_improvements -> main
41 Days Ago
shadows render correctly
41 Days Ago
Generated new HLOD for floating city 1
41 Days Ago
building planner view model, new world model, materials, using reskinned wallpaper viewmodel
41 Days Ago
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
41 Days Ago
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
41 Days Ago
Adding new v4 driiving anims to source
41 Days Ago
Ship lighting progress.
41 Days Ago
Fixed large backpack showing link to Krieg DLC in the repair bench
41 Days Ago
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41 Days Ago
removed some deeper profile markers from GJK, unnecessary overhead with little info
41 Days Ago
merge from boat_building
41 Days Ago
41 Days Ago
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41 Days Ago
Merge from naval_update
41 Days Ago
Start setting up improved npc grenades
41 Days Ago
merge from boat_building
41 Days Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
41 Days Ago
burst compiling GJK distance methods directly, already compatible - not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button - verified compiling with burst inspector
41 Days Ago
Compile fix
41 Days Ago
Added prevent movement volumes to casino garbage piles near the bar Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
41 Days Ago
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
41 Days Ago
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
41 Days Ago
41 Days Ago
Added Player and Entity to the Network extensions as well (so the source generator chills) Added so source generator as well
41 Days Ago
Add 4 proof of concept cameras to the cargo ship
41 Days Ago
Fixed cabinet light bleed on these.
41 Days Ago
Can now use BaseEntity and BasePlayer as arguments in RPCs. Automatically evaulated at the other side when read This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
41 Days Ago
Setup to have cargo ship spawn its own static cctv cameras, defined by a point + rotation + point to look at Prevent the cameras inheriting cargos global network group
41 Days Ago
Updating horse riding anims to v4 rig
41 Days Ago
Scene2prefab on all fc variants
41 Days Ago
Simplified casino culling volume setup using custom mesh collider trigger
41 Days Ago
Merge: from voice_when_invis_fixes - Voice chat is now heard by nearby invisible players and spectators Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.