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129,199 Commits over 4,232 Days - 1.27cph!

3 Days Ago
Update: UseOcclusionV2 - simplify toggling invis - when enabling invis, notify occlusion tracking that we destroyed entity on subscriber's end - when disabling invis, skip sending snapshots - occlusion will handle it Halfway to remove the constant hashSet.Remove calls in GatherPairs loop Tests: UsePlayerUpdateJobs 2, toggled invis in front of player. went invis, flew outside network range, flew back, disabled invis - spawned correctly.
3 Days Ago
Fix compile error
3 Days Ago
merge from fix_dynamic_occlusion_pooling -> main
3 Days Ago
Fix pooling issue with dynamic occlusion pausing - was assuming the entity wasn't parented by default, so dynamic = false by default - however wasn't resetting the bool in ResetState() causing pooling errors - even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
3 Days Ago
Deep sea: - Removed the rad volume on the exit side of the deep sea - Rad volumes are now server only - Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals - Code cleanup
3 Days Ago
Balloon stuff WIP/backup
3 Days Ago
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions - only shown in editor - the numbers were correct, it's actually really slow to warmup steam items on main thread
3 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for UsePlayerUpdateJobs 2 not replicating players for spectators - Bugfix for leaking players in occlusion groups Tests: spectated players from far away. Inspected server state after killing a sleeper
3 Days Ago
Bugfix: ServerOcclusion - clean up players from all of their occlusion groups on server destroy Turns out we were leaving a lot of "zombie" players once sleepers were killed. This would slow down server occlusion eventually. Tests: on Craggy, killed a sleeper, moved to a different network group, and checked in debugger if the occlusion group only contains my player
3 Days Ago
merge from puzzle_reset_changes -> main
3 Days Ago
Fix radiation trigger not being multiplied by 2 (extents vs size)
3 Days Ago
merge from puzzle_reset_changes -> main
3 Days Ago
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted S2P
3 Days Ago
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3 Days Ago
scientist_boats_improvements_3 -> naval_update
3 Days Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
3 Days Ago
Enable pauseUntilLooted in powerplant S2P
3 Days Ago
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
3 Days Ago
updated prefab scale and added positonal offset
3 Days Ago
Implement fuse for cannon firing
3 Days Ago
boombox anim updates
3 Days Ago
Pull towards the centre the further out the boats are in the deepsea
3 Days Ago
audio files import and floating walkway audio set up
3 Days Ago
Updated model for tactical gloves
3 Days Ago
merge from Minifridge_IndustrialAdapter
3 Days Ago
Jacket snow repose
3 Days Ago
Lowered the industrial adapter socket so its not floating above the fridge when deployed
3 Days Ago
merge from naval_update
3 Days Ago
Merge from parent
3 Days Ago
exported updated chainsaw harvesting anims and slight edit of vm admire camera
3 Days Ago
prefab update
3 Days Ago
prefab update
3 Days Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
3 Days Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
3 Days Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
3 Days Ago
building planner texture update with new graphics
3 Days Ago
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
3 Days Ago
naval_update -> scientist_boat_ai_improvements_3
3 Days Ago
turret_head_animations -> naval_update
3 Days Ago
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3 Days Ago
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3 Days Ago
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
3 Days Ago
Merge: from main
3 Days Ago
Adjust rhib scientists HP
3 Days Ago
More oil rig boat ai avoidance layer adjustments
3 Days Ago
Update to rear 50cal character position + timing changes on front 50cal weapon anims
3 Days Ago
rocket launcher rpg despawn set
3 Days Ago
Fixed some indirect lighting issues with the lit shader in RRP
3 Days Ago
delete phantom minifridge icon in root
3 Days Ago
fixed animated camera issues