reporust_rebootcancel

159,259 Commits over 4,597 Days - 1.44cph!

Rin
Yesterday
merge from deepsea_crash_fix
Rin
Yesterday
merge from new_phone_conversations
Yesterday
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
Yesterday
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
Yesterday
merge from base_occlusion/prison_gate -> base_occlusion
Yesterday
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Yesterday
Update tests
Yesterday
Reserialize prison gate cell prefabs
Yesterday
Remove split culling for now
Yesterday
Merge from main
Yesterday
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Yesterday
Cleanup
Yesterday
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Yesterday
Fix shears causing blood fx to appear when hitting a sheep
Yesterday
line up all the info in the net page
Yesterday
New graph and ui setup for the info/net pages
Yesterday
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
Yesterday
All deploy and door open/close effects now have MaxSpawnDistance components Most stop spawning around 40m 288 effects modified
Yesterday
Fix allocations from anchoring of faces -> network groups
Yesterday
Fixed deep sea water height update copying the whole texture into a temporary array when joining a server Drops a 256MB allocation, was the reason behind the third biggest client RATN crash
Yesterday
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Yesterday
merge from analytics_shield_damage -> main
Yesterday
set foliage shadow blocks as default and enable behind grass quality level
Yesterday
Fix line endings
Yesterday
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance Needs some manual configuring still, curerntly flagging 1818 misconfigured effects Added an inspector UI to automatically add the component with the alculated max distance it should be set to Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
Yesterday
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Yesterday
Update: enable ContentDir build - use Uncompressed, loose output while iterating - clean up generated ContentDirRoot after build Tests: made a couple builds
Yesterday
Fixed "Incorrect material array length" warning when opening some skins in the skin viewer
Yesterday
Fixed binoculars screen effect not working with domain reload disabled
Yesterday
Added net tab to the F1 menu, to replace the one from the old F1 menu Shows ping, received and sent with graphs of the last 30 seconds, plus the client network stats - Added UI_HistoryGraph, a simple bar graph that other tabs can reuse
Yesterday
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees) Exposed as an option on the container entity Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Yesterday
Add analytics for damage blocked by shields when players take damage
Yesterday
couple more attachment points zero'd
Yesterday
Uzi viewmodel - added shell to top of mag - set up system to hide shell on zero ammo count - added events to show shell on return of new mag during reloads
Yesterday
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
Yesterday
Merge from audio_import_changes
Yesterday
Also applied to water footsteps
Yesterday
Merge from audio_import_changes
Yesterday
All footsteps + impact sfx are now decompressed in memory All ambience sfx is now streaming
Yesterday
Increase apartment building bounds as it was slightly too small
Yesterday
Serialize apartment building
Yesterday
Fix apartment building serializing some client only fields
Yesterday
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
Yesterday
Remove "No marker above the terrain to spawn a new marker from position" log
Yesterday
Sort rooms per-floor to speed up the execution time - 0.1ms -> <0.02ms / frame (only when in network range of apartment building) is very acceptable
Yesterday
Merge from prefab_hierarchy_flatten
Yesterday
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
Yesterday
Buildfix: stop QA island modifying splats because of saving with active paint mode Was mutating the splat textures, erroring out unity's content dir build determenism checks Tests: ran content dir - server build, passed
Yesterday
Fix entities placed in scene missing preprocessing Fix boat building in editor with flattening enabled
Yesterday
Fixed mags staying invisible after swapping weapons mid reload - Reload clips hide the mag with a HideLods event and show it again later in the clip, so holstering before that point left the mag's renderers disabled on the pooled viewmodel