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128,982 Commits over 4,232 Days - 1.27cph!

41 Days Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
41 Days Ago
AI boats will now attempt to ram players
41 Days Ago
Fix compile error in new Translate.GetPhrase() server method
41 Days Ago
▌▊▄▌▆▆ ▉▇▍ ▅▊▊▋▇▍ ▍▉▆▌▌ ▌▇▆▉▉▇ ▋▊ ▌▍▍▋▆▍▍█▆▍▋ ▇▇▇ ▍▍▍▉▅▇▄▆▋▌ ▄▅██ █ █▇▍▉▍▉ ▍▅ ▍█ ▌█▉▊▉▉ (▉▉▉█▇▊▄▆▇▊▉▅▅ ▊▄██▍ ▋▊▋▋ ▇▌▍▌▍▅▆▌ █▉ ▅▆█▊▍▄ ▅▌▆▋▅▆▍)
41 Days Ago
AI Boats will sometimes drive by the targets then pull in front or behind them
41 Days Ago
Add more debug output to the indirect_instancing.debug overlay
41 Days Ago
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41 Days Ago
merge from main -> fix_arctic_puzzle_reset
41 Days Ago
Added server version of Translate.GetPhrase
41 Days Ago
Switch to new Translate.GetPhrase() when reassigning reset phrase
41 Days Ago
merge from main -> fix_arctic_puzzle_reset
41 Days Ago
Added Translate.GetPhrase method, was needed to get phrase from a token
41 Days Ago
RPG Ammo - Added simple initial projectile prefab for all three ammo types
41 Days Ago
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too) - CheckSleepingAIZForPlayers - IgnoreAboveGroundPlayers - BroadcastResetMessage - ResetPhrase (token)
41 Days Ago
Reverse steering if we are going backwards
41 Days Ago
Bring back incremental steering
41 Days Ago
Fixed bugs with moving the claim from one boat to the other
41 Days Ago
merge from door_canopen_saveload
41 Days Ago
merge from naval_update/deep_sea
41 Days Ago
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
41 Days Ago
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix: - Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site) - Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
41 Days Ago
merge from analytics_texture_memory -> main
41 Days Ago
merge from workshop_scene_bugfixes -> main
41 Days Ago
Expose texture memory usage in client analytics
41 Days Ago
merge from fix_entity_scale_occlusion -> main
41 Days Ago
Fix `ent scale` only accepting an int instead of accepting float
41 Days Ago
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed - this should only be called on the client when the scale has changed so it won't reset culling on every single network update Fix entity not being able to reset to 1 scale since it was ignoring default scaling size - network scale every update if `networkEntityScale` is enabled
41 Days Ago
Bump default ocean scale to 3 in deep sea
41 Days Ago
Deep sea weather presets
41 Days Ago
bump maps, visible backfaces for depth cues
41 Days Ago
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
41 Days Ago
workshop scene bugfixes
41 Days Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement
41 Days Ago
Fix entity scaling not updating the bounds & culling bounds of entities - recalculate both the bound and the culling bounds - reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
41 Days Ago
Added PT Boat 50 Cal Dual and Single FBX and Textures Setup PT Boat 50 Cal Materials Started Setting up PT Boat 50 Cal Prefabs
41 Days Ago
Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle Tests: clicked through store in editor
41 Days Ago
t1 smg world anim update, fixed animator issues
41 Days Ago
merge from naval_update
41 Days Ago
merge from naval_update/floating_cities
41 Days Ago
merge from naval_update
41 Days Ago
Codegen
41 Days Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
41 Days Ago
merge from naval_update
41 Days Ago
Restored deep sea floating city prefab Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
41 Days Ago
merge from main
41 Days Ago
Fixed debug.printanimators command NREing when finding a null animator controller
41 Days Ago
merge from main
41 Days Ago
Update: feed dynamic bundle hashset externally to AssetBundleBackend This allows us to reuse the const instead of hardcoding a raw string Tests: compiles in editor
41 Days Ago
merge from refridgeration_feedback -> main
41 Days Ago
Clean: pre-review cleanup - got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm) - formatting fixes, dead code removal - got rid of fallback inspector code Tests: editor compiles in all configs