reporust_rebootcancel

128,798 Commits over 4,232 Days - 1.27cph!

11 Days Ago
potential fix for staying in team chat after switching servers
11 Days Ago
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11 Days Ago
Also show block health if damaged or player is holding hammer
11 Days Ago
disable biome fog when in deep sea
11 Days Ago
remove redundant SprayFailReason.MountedBlocked debug log
11 Days Ago
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
11 Days Ago
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11 Days Ago
scientist_boats_gameplay_2 -> naval_update
11 Days Ago
compile fixes
11 Days Ago
Removed gibbable script from barricade stones in casino barge
11 Days Ago
Re trigger animator to fix issues with mounting helis.
11 Days Ago
merge from deployguide_swamp_brightness_fix
11 Days Ago
fix deploy guide darkening when entering swamp
11 Days Ago
Destroy graphs on disable and recreate them
11 Days Ago
merge from naval_update
11 Days Ago
Toned down the waves when crossing the portal as its client only
11 Days Ago
Merge: from baseplayer_serverupdateparallel - Optimizes ServerOcclusion by reordering work and reducing number of pairs considered - Optimizes parallel snapshot send out by reducing Pool contention - General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries) Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
11 Days Ago
Merge: from main
11 Days Ago
merge from naval_update/block_items_boats
11 Days Ago
Setup playable graph for other players after animator warm up to fix crash during animator.update.
11 Days Ago
Block all items not deployable on tugboats on player boats as well
11 Days Ago
Wolf Headdress improved skinning
11 Days Ago
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance Scene2prefab
11 Days Ago
Wolf Headdress updated
11 Days Ago
Skinning fix for 50 cal front left
11 Days Ago
Update: new ServerProfiler with more filters - Built on 276b03cf Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators. Tests: booted in editor, took a snapshot of 10 frames
11 Days Ago
Merged mannequin changes branch into floating cities
11 Days Ago
Updating flare rig
11 Days Ago
Material ID reduction on some floating walkway pieces
11 Days Ago
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11 Days Ago
Krieg shotgun viewmodel updates - Camera shake now matches pump - Added camere effect to ADS fire - Only plays the ADS fire if staying in that state - Blend/transition updates in the animator
11 Days Ago
Added leg and feet separation to the mannequins
11 Days Ago
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area - Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet) - Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful - Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle - Made ObjectiveStatus poolable and removed associated allocations - Fix kill entity mission objectives being incremented twice if kills from team members are enabled - Fix mission fail timer not using Unix time - Bump network protocol due to updated protobuf
11 Days Ago
removed all the debug logs I forgot about
11 Days Ago
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
11 Days Ago
Enable repair for boat building station
11 Days Ago
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11 Days Ago
Merge from boat_building
11 Days Ago
Merge from parent
11 Days Ago
Floating city 3 / replaced redundant entities / scene2prefab
11 Days Ago
Remove dismount transforms from PlayerBoat prefab
11 Days Ago
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11 Days Ago
Optim: Set Pool<BufferStream> capacity to 32k (sum of NetRead and NetWrite caps) We end up eating up default capacity on busy servers(1.1k BufferStreams on 330p server), causing allocs. This should help avoid that. Tests: none, trivial change
11 Days Ago
Shortened bird poo decal effect. Cabin no longer enterable
11 Days Ago
Remove dismount overrides from PlayerBoat now they're not needed
11 Days Ago
Renaming paintball rig
11 Days Ago
Adding paintball gun rig
11 Days Ago
merge from parenting_improvements
11 Days Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
11 Days Ago
Refactors to LoadedAmmoWorldModel from feedback