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133,107 Commits over 4,293 Days - 1.29cph!

Today
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50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
NRE fix
Ensure only drivers can toggle RHIB lights
Today
WIP Painting Line draw tool
Today
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
Today
Paintable Reactive Target - Updated texture size down from 4K to 2K
Today
merge from main/naval_update
Today
Try setting ruin door to world layer to fix navmesh bug
Today
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
Today
merge from deployer_vm_3p_fix
Today
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
Today
Reimplement deep water checks in batched buoyancy
boat_planner_new_icons -> main
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
Today
more prefab setup
Today
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
Today
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
main -> naval_update
deepsea_disable_drone -> main
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
Today
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
Today
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
Today
Ornate Frame Setup
Today
added metal box corpse
Today
worldmodel, projectile and entity prefab set up
Today
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
Today
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
Today
merge from naval_update
Today
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Today
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
Today
merge from SmallRamp_Deploy
Yesterday
Anchor load fix
Yesterday
boatai_cleartarget_fix -> main
Yesterday
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
Yesterday
Update: replace throw with a devbuild-conditional error log This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next Tests: none, trivial change
Yesterday
Initial viewmodel setup - viewmodel prefab updated - anim events added - ironsights re-positioned - rig (with hands) re-exported - anims re-exported at origin
Yesterday
Fix pool leak in TimedExplosive
Yesterday
Merge: from main
Yesterday
boatai_clartarget_fix -> main
Yesterday
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
Yesterday
removed unused bakelod material
Yesterday
updated materials with spec removed bakelod textures again removed metallic again
Yesterday
last change didn't agree with material change - fixed missing spec textures
Yesterday
sks world model update - no longer uses bakelod and bakelod textures - removed bakelod textures and materials - textures now spec/gloss workflow instead of metallic - removed old metallic texture sets & updated materials
Yesterday
vineswing anims exported/added to player aniamtion controller for player rig v4
Yesterday
merge from main
Yesterday
merge from main