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133,258 Commits over 4,293 Days - 1.29cph!

Today
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
Today
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
Today
Uzi Blockout
pushing_toast_fix -> main
Remove pushing toast log
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system
Today
Merge from deploy_edit_menu_option
Today
wood box game textures updated still wip
syncvar_inheritance_fix -> main
Today
Paintball Gun - added conditional ammo meshes for worldmodel
Today
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Today
Add more navmesh blocking volumes to oilrigs
Today
Fix scientists dying spontaneously when patrolling
Today
Add "too far from shore" error message when trying to place BBS... too far from the shore.
Today
Updated descriptions for some naval items
Today
Disable deploy & edit option if the player doesn't have the item. Add description text stating the item is required, you must be stationary and not in the deep sea. Refactor some related functionality/checks so I can add clientside error toasts for other factors going forward.
Today
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk) Reset playable graph state on disable to hopefully fix more pooling issues.
Today
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Today
Merge: from useplayertasks_removegroupocludee_nre - Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default) Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Today
Update: merge old OcclusionGroup code and put it behind DisableNewOcclusionGroups switch - make DisableNewOcclusionGroups true by default, can be turned off with -enable-new-server-occlusion-groups command line arg Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Today
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
Today
paintball 3p entity update - updated position of flashlight/lasersight attachment
Today
Light up frames - adjusted LODs for XL and XXL versions
Today
more wip
Today
Paintball gun updates - set only lasersight/flashlight as useable attachments - added viewmodel attachment override and positioned both attachments on model currectly
Today
Update: declare a boot time switch to disable new server occlusion groups Need to bring back old logic for it, that'll be next. Tests: none, trivial change
Today
Merge: from main
Today
Tweaked two values to stop clipping issues we're seeing with the cannon
Today
merge from main - added support for transparency on decal shader
Today
Added support for decal layers on transparent surfaces on the Standard shader
Yesterday
stopengine_nre -> main
Yesterday
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
Yesterday
Compile fix
Yesterday
Ocean WIP.
Yesterday
wood box added prefab for box
Yesterday
wood box game model and updated prefabs, ran manifest and localization
Yesterday
Light up frames - fixed material config and paintability
Yesterday
wood box placeholder textures
Yesterday
edited paintable reactive target animtions and transition blends on anim.controller
Yesterday
merge from main
Yesterday
Migrated deep sea ocean params to new env properties section.
Yesterday
Cherrypicked deep sea ocean feature to test branch.
Yesterday
merge from indirect_instancing
Yesterday
Some fixes and cleanups for the Indirect Instancing debug overlay
Yesterday
Codegen so domain reload works
Yesterday
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
Yesterday
Merge from naval_update
Yesterday
Switch back to the mainland view on the map screen if it closes while open
Yesterday
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.