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127,487 Commits over 4,201 Days - 1.26cph!

14 Minutes Ago
Merge from main
1 Hour Ago
Paintball Gun - Blockout mesh and materials
1 Hour Ago
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
1 Hour Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
1 Hour Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
5 Hours Ago
Merge from main
5 Hours Ago
Merge from island_scenes
5 Hours Ago
Add compass marker for leaving the deep sea
5 Hours Ago
Fixed beach chair on tropical island 1 pickupable
5 Hours Ago
Add images for the other tropical islands
Today
Merge from parent
Today
Merge from floating_cities
Today
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Today
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
Today
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
Today
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
Today
Merge from parent
Today
Merge from project_hammer
Today
Merge from main
Yesterday
RPG fx WIP.
Yesterday
Muzzle position fix
Yesterday
Cleanup
Yesterday
Viewmodel render fix.
Yesterday
Viewmodel FX updates.
Yesterday
Chainsaw FX.
Yesterday
- 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.
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Dont kill rest of the scientists when the driver dies (not intentional)
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
Yesterday
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
Yesterday
naval_update -> scientist_boat_ai
Yesterday
pt_boat_2 -> naval_update
Yesterday
Compile errors
2 Days Ago
merge from deep_sea_repel -> naval_update
2 Days Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
2 Days Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
3 Days Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
3 Days Ago
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
3 Days Ago
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
3 Days Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
3 Days Ago
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
3 Days Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
3 Days Ago
Codegen Manifest
3 Days Ago
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
3 Days Ago
merge from cannon_water_fixes
3 Days Ago
FIx cannon water factor override only existing on clients
3 Days Ago
Floating city 1 2 3 scene2prefab
3 Days Ago
Fix floating point overlow in mip level calculation