reporust_rebootcancel

127,461 Commits over 4,201 Days - 1.26cph!

Today
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
scientist_boat_ai -> naval_update
Dont kill rest of the scientists when the driver dies (not intentional)
scientist_boat_ai -> naval_update
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
naval_update -> scientist_boat_ai
pt_boat_2 -> naval_update
Compile errors
Today
merge from deep_sea_repel -> naval_update
Today
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
Today
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
Yesterday
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
Yesterday
Bugfix: AnalyticsV2 - fix invalid Json aggregation - logs are aggregated again to reduce spam This breaks azure bulk aggregation, but now the code structure is in place to support both Tests: ran unit tests
Yesterday
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
Yesterday
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
Yesterday
Added hackable crate to ghost ships When the deep sea opens, we spawn one single hackable crate in a random ghost ship Added deepsea.hackablecrates_count, default to 1
Yesterday
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
Yesterday
Codegen Manifest
Yesterday
fix world model outline not showing on loaded rpg ammo (for dropped item) - added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
Yesterday
merge from cannon_water_fixes
Yesterday
FIx cannon water factor override only existing on clients
Yesterday
Floating city 1 2 3 scene2prefab
Yesterday
Fix floating point overlow in mip level calculation
Yesterday
merge from naval_update/deep_sea
Yesterday
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
Yesterday
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator Added fake curtains to block off the interior when peeking from outside Various other tweaks and fixes
Yesterday
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity
Yesterday
Bugfix: AnalyticsV2 - skip client analytics if steam hasn't been started Tests: none, trivial change
Yesterday
re-populated worldmodel prefab (would not re-connect), scale and collider updates
Yesterday
set viewmodel prefab to use bone based animation
Yesterday
Bugfix: AnalyticsV2 - Log and DryRun no longer skip accumulators and uploaders once changed As an extra, it got rid of a bunch of inheritance code Tests: ran unit tests and logged analytics in editor
Yesterday
Fix shooting/reloading cannons under water
Yesterday
Add playerboat.sink
Yesterday
Fix bug that capped the amount of cameras you can add to a computer station at 256 characters of the combined identifiers, caused by the default max length when reading the joined bookmark string on the client. Bumped it to 1024 which should be more than enough for most situations.
Yesterday
fix deploy guide"built-in render texture type not found" error
Yesterday
Merge: from main
Yesterday
naval_update -> pt_boat_2
Yesterday
merge from ferry_cameras
Yesterday
Assigned names to the 4 static cctv cameras at ferry terminal, they actually work now. S2P FERRYDOCK, FERRYUTILITIES, FERRYPARKING, FERRYLOGISTICS
Yesterday
Lerp when not using sights based on a fixed sensitivity value
Yesterday
added hazmat worldmodel, set up prefab and linked to item.
Yesterday
set up viewmodel prefab with updated model, re-populated animator and updated anim names
Yesterday
Client Prediction V2: Calculate a common time frame reference to send as a time key Hold a list of 20 previous predicted states on the client On receving a new server state: check your list Reconcille if needed
Yesterday
More debugging ConVars
Yesterday
put the ocean back into the cargo test scene (ocean topology)
Yesterday
merge from anisotropic_fallback
Yesterday
RPG7 - Fixed ammo position in world model prefab
Yesterday
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
Yesterday
merge from naval_update/deep_sea