reporust_rebootcancel

121,143 Commits over 4,018 Days - 1.26cph!

2 Months Ago
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2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
Merge from Tiger
2 Months Ago
Stop current anim on client when entity is recycled
2 Months Ago
Fix root motion NRE
2 Months Ago
Add convar to control if item ownership is shown on client - `show_item_ownership`
2 Months Ago
merge from coarse_grid_bounds_fix
2 Months Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
2 Months Ago
Fix client server compile errors
2 Months Ago
Fix potential animation invalid state (animation stopped, but still playing) Fix tiger potentially getting stuck out of navmesh
2 Months Ago
Bee atlas files.
2 Months Ago
Merge: from parallel_validatemove * Modifies Full Server Demo recording to grab more data + timestamps per packet * Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object * New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs` * Added GamePhysics batch versions of OverlapCapsule and OverlapSphere * Couple unit tests to check Water's batch queries against non-batched versions Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
2 Months Ago
Merge: from main Tests: none, no conflicts
2 Months Ago
merge from main
2 Months Ago
mauritia flexuosa - rest of the models and prefabs
2 Months Ago
merge from ioentity_optims2
2 Months Ago
honeycomb world model Meshlod, materials and textures updated existing honeycomb prefabs accordingly
2 Months Ago
Smooth out initial tiger rotation when preparing to leap
2 Months Ago
RF broadcaster and receiver flag networking
2 Months Ago
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merge from jungle_foliage
2 Months Ago
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bee grenade vm - added new admire - tweaked throw aim anim - new animator - set viewmodel prefab to use new animator
2 Months Ago
Merge: from main Tests: none
2 Months Ago
Clean: ServerDemo - fix up names of entities that get reported via errors Tests: played back procgen demo
2 Months Ago
Added a bee swarm ai specific convar to disable them
2 Months Ago
- Made new convar to ensure AI weapons will also listen to AI settings 'ConVar.AI.effectaiweapons' - Bee Swarm AI now listens to ignore players and think settings if effect ai weapons is enabled (off by default)
2 Months Ago
Storage monitor only network flags
2 Months Ago
Start to preemptively do some optimisation work on BeeSwarms
2 Months Ago
Bugfix: ServerDemoPlayer - invert the error reporting logic for DestroyEntity Previously, we considered it an error if we couldn't find an entity that demo stream tried to destroy. But, if the server behaves correctly, then it should be already destroyed - so now we report an error when we do find an entity. Tests: played back the complex demo from procgen - errors still present, but harmless
2 Months Ago
Bee Swarm: - Increased particle size - If a player has managed to get far away from somehow then give up
2 Months Ago
Setup Beeswarm death screen info
2 Months Ago
Ensure beehive natural colliders are synced up across client + server
2 Months Ago
Lights and ceiling lights network optims Only network the flags, and only when necessary
2 Months Ago
Update: FullServerDemo - wrap transient entity snapshotting in try-catch - Also correctly clean up NetWrite I've checked a bunch of code related to saving, and I'm 100% certain there are landmines that I haven't spotted. This way I've neutered the danger of recording the demo, and I'll be fixing up those cases as we discover them in the wild. Tests: recorded a demo on Craggy
2 Months Ago
Fixed weird natural hive placement on oak_e
2 Months Ago
Bugfix: FullServerDemo - use save for disk instead of network when snapshotting transient entities - Also couple safety checks for BasePlayer.Save, since now I'm triggering a path that usually isn't triggered for a class of entities (NPCs) Tests: while recording a server demo, on a procgen map in a local server did all basic activities (looting, harvesting, crafting and building) + drove a bike and attacked a ScientistNPC at outpost. Then was able to play back both demo chunks. Tests: on local standalone server and procgen world, went to pier monument and descended to find aggressive NPCs - no more exceptions in server log
2 Months Ago
merge from ioentity_optims2/timer
2 Months Ago
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I love you Plastic for selecting all changed files by default
2 Months Ago
Client predicted timer switch, removes the network update every frame when a timer is running Also changed the client Update for an invoke, fired when necessary
2 Months Ago
More polish. Smoke wisp single sided for better lighting response.
2 Months Ago
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Allow motion warping to track targets without jeopardizing the animation rotation (first pass)
2 Months Ago
Minor FX polish.
2 Months Ago
Fixes.