reporust_rebootcancel

131,865 Commits over 4,262 Days - 1.29cph!

49 Days Ago
merge from anisotropic_fallback
49 Days Ago
RPG7 - Fixed ammo position in world model prefab
49 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
49 Days Ago
merge from naval_update/deep_sea
49 Days Ago
Dont call kill on dead or destroyed players
49 Days Ago
Better logs from deep sea commands
49 Days Ago
Added component to show loaded ammo in dropped RPG
49 Days Ago
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
49 Days Ago
Fixed client portal weather lerping
49 Days Ago
Make sure to network the deep sea Open flag to clients
49 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
49 Days Ago
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
49 Days Ago
Added a shader for rendering the movement of paintball pellets inside a hopper
49 Days Ago
Raised height of weapons vendor due to legs clipping (supplies barge)
49 Days Ago
merge from fc_shorevector_fixes
49 Days Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
49 Days Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
49 Days Ago
Fix anchor visual state on entering network range or loading in.
49 Days Ago
merge from naval_update
49 Days Ago
Added tropical4 to the deep sea islands
49 Days Ago
merge from naval_update/island_scenes
49 Days Ago
Fix anchor not anchoring
49 Days Ago
Small boat crane (LODs and COL pending)
49 Days Ago
Added tropical3 to the deep sea islands
49 Days Ago
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49 Days Ago
Fixed anchor culling when lowered.
49 Days Ago
merge from naval_update
49 Days Ago
rebaked FC 1/2/3 so the data isn't infinity
49 Days Ago
merge from naval_update
49 Days Ago
Reverted landmark info component added to floating city, we won't use that for the map markers S2P floating city 1 2 3
49 Days Ago
Dont compare raw positions for state dirty
49 Days Ago
support minimum enforced shore distance on baked data to handle FC better
49 Days Ago
Fix rear turret being on the wrong camera mode
49 Days Ago
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
49 Days Ago
merge from naval_update
49 Days Ago
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
49 Days Ago
merge from naval_update
49 Days Ago
Fixed CLIENT SERVER serialized fields mismatch in - DeepSeaManager - SteeringWheel - ClientIOLine (was causing all monument prefabs to reimport) - PaintingFavouriteColorButton - PaintingFavouriteColours - RendererBatch
49 Days Ago
Force front turret to go into a neutral position when reloading (ugly right now)
49 Days Ago
Merge: from analytics_save - Adds a "save" event tracking when server creates a save Tests: triggered save in editor with logging
49 Days Ago
Update: add analytics save event Tests: ran an explicit save in editor
49 Days Ago
Chainsword engine now always starts, matches base chainsaw
49 Days Ago
New medical syringe anim set - first pass
49 Days Ago
Roll back recent inEyesView changes, not reliable enough
49 Days Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
49 Days Ago
49 Days Ago
Check for boat auth before entering edit mode
49 Days Ago
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
49 Days Ago
49 Days Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync