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132,991 Commits over 4,293 Days - 1.29cph!

Yesterday
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
Yesterday
Update navigation obstacles (s2p) in missile silo
Yesterday
Update navigation obstacles (s2p) in outpost
Yesterday
Update navigation obstacles (s2p) in water treatment plant
Yesterday
Update navigation obstacles (s2p) in trainyard
Yesterday
Update navigation obstacles (s2p) in excavator
Yesterday
Update navigation obstacles (s2p) in arctic base
Yesterday
Update navigation obstacles (s2p) in airfield
Yesterday
Update navigation obstacles (s2p) in military tunnels
Yesterday
crypt building skin atlas textures and material setup
Yesterday
Component box tools LOD3 tweaks
Yesterday
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
Yesterday
main -> autoturret_improvements
Yesterday
Blacklisted deep sea rhib and PT boat from auto turret tests
Yesterday
Move most of buoyancy writeback into burst, add burst batch access for flow direction.
Yesterday
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
Yesterday
Remove ViewmodelCameraAnimationSync component from deploy state on wallpaper viewmodel animator to remove warning about unable to find state Wallpaper third person animator only plays unroll animation on surface type change, not skin changes
Yesterday
Merge from client_performance_session_fix
Yesterday
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Yesterday
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Yesterday
Animator adjustments for binoculars
Yesterday
Binocular animation polish pass
Yesterday
Merge from main
Yesterday
Convar changed during tests are automatically restored to their past value once the test is done
Yesterday
merge from main
Yesterday
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Yesterday
Fixed being able to deploy objects on the top of the small ramp
Yesterday
Optim: use pooling for occlusion groups - prealloc 2k groups in the pool (1 per player and sleeper) Tests: 2p on Craggy - nocliping across various grid cells and checking print_memory stats
Yesterday
Optim: ServerOcclsuion - rewrite how we track occlusion groups - also fixes server occlusion bug which sends out more snapshots than necessary Previously every network group in subscription range of player would create an occlusion group. Now, only occlusion-enabled entities populate their local cells (and their subscriber's local cells) - se get activeplayer+sleepers count max of occlusion groups. Tests: both in UsePlayerUpdateJobs 0 and 2, 2 players on Craggy - ran around across network cells, flew outside of network range, used minicopter to fly into network range, checked sleeper is visible, checked kills clean up internal state. Player got occluded over terrain.
Yesterday
Fix third person wallpaper tool not playing animation when switching surface types Fix all wallpaper tool models being visible in third person until first surface type or skin change
2 Days Ago
merge from main
2 Days Ago
Added a default test timeout so tests can't hang forever (can be overriden by TestTimeout) Tests now log the full stack trace when throwing + some cleanup and logs
2 Days Ago
merge from main
2 Days Ago
Tools component box mesh, LODs, textures and gibs
2 Days Ago
merge from artist_pack_dlc parent branch
2 Days Ago
Phrase update
2 Days Ago
merge from naval_update
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Tweaked island billboard distance from main camera far clip plane
2 Days Ago
merge from main/naval_update
2 Days Ago
Code refactor, fixed painting LOD issue, Added animation curve to UV offset for polished movement
2 Days Ago
Make buoyancy write back 10x faster, still needs to be bursted. Fix warnings from temp allocs that weren't needed at all.
2 Days Ago
Fixed deployable LOD distances for the Scientist plushies. Adjusted worldmodel lod distances for the scientist plushies to match hazmat plushie
2 Days Ago
turret_ai_dotproduct_fix -> main
2 Days Ago
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby
2 Days Ago
boatai_singlegroup_attacks -> main
2 Days Ago
Deep sea rads bypass the armor Buoys LOD tweaks
2 Days Ago
Paintable Reactive Target - Added paint collision and paintable meshes, further setup prefabs for painting, needs some more fixing, updated manifest and localization, etc
2 Days Ago
When looking for scientist boat targets: only target a player if they aren't targetted by another group This stops players travelling through the middle of the deepsea and grabbing every boat ai group at once
2 Days Ago
ptboat_mountedturret_improvements