reporust_rebootcancel

132,892 Commits over 4,293 Days - 1.29cph!

Yesterday
merge from fix_nms_loot_reset -> main
Yesterday
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
Yesterday
merge from main
Yesterday
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker Moved it to the right folder
Yesterday
Fixed exit portal map marker showing when looking at the main land from the deep sea
Yesterday
Fix NMS not respawning loot after server restart - caused by puzzle reset not being attached to a generator - moved everything to a different PuzzleReset generator S2P
Yesterday
Reduced server physics bounds (with deep sea enabled) old: (-2000,0,0) (7000, 4000, 5000) new: (-1500,0,0) (6500, 4000, 5000)
2 Days Ago
Deep sea portal climate doesn't kick in if the deep sea is closed
2 Days Ago
Update idle event on krieg shotgun
2 Days Ago
Fix navMeshModifierVolume being accessed after being destroyed
2 Days Ago
Medical syringe animation updates on inject friend wounded
2 Days Ago
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
2 Days Ago
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
2 Days Ago
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
2 Days Ago
Merge: from triggerparentdelayedexit_optim - Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default) Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1
2 Days Ago
Update: set TriggerParent.TickMode to 1 by default - codegen Tests: booted up craggy in editor, checked that it's set to 1 and called at boot
2 Days Ago
s2p on monuments containing nav obstacles
2 Days Ago
Move auto turret idle calculations back to the server: This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server. Having the client do it would result in mismatches.
2 Days Ago
Merge: from main Tests: compiles
2 Days Ago
Undo subtract in CS 140351
2 Days Ago
Merge: from main Tests: compiles
2 Days Ago
Subtract CS 140319 (fix_foundation_clipping_rocks)
2 Days Ago
merge from main -> fix_foundation_clipping_rocks
2 Days Ago
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support - codegen Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1 Tests: compiles
2 Days Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
2 Days Ago
Update: Tickmode 1 - add allowtriggersleeping optim killswitch - codegen Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
2 Days Ago
edited flashlight update vm anims
2 Days Ago
Optim: TickMode 1 - allow triggers to sleep if they don't move on specific axis and internal entities also don't move on specific axis - took out internals of BaseEntity.HasMovedInLS to BaseEntity.ComparePos(Vec3 from, to) - Player Boats now set interest in XZ when alive, XYZ when sinking - Buildfix for SERVER only code (whoops) This brings 100 boat test to 0.25ms (down from 1.6ms, -85%), or down from 3.1ms, -92% from TickMode 0 Tests: built a boat, set tickmode 1, jumped on and off - got unparented. turned on the engine, jumped off - got unparented once in the water. noclipped above with engine on - got unparented after a delay. Spawned 100 boats.
2 Days Ago
merge from main
2 Days Ago
Bunch of GC fixes for the boat building UI now it's not just for debugging...
2 Days Ago
Deep sea portals aren't killed anymore when the deep sea is closed. Prevents players from sailing past the collider backing. Aslo keeps the buoys active at all time
2 Days Ago
Update: BaseEntity now remember it's last LS position and can report on which axis it has moved - added unit test for it Needed for upcoming parent trigger optim Tests: ran unit test
2 Days Ago
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2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
Added a UV channel selector drop down for the detail normal map on the StandardWithDecal shader. Also renamed Decal Bump Map Scale to Decal Bump Map Intensity
2 Days Ago
gesture animation updates and blowpipe adjustments
2 Days Ago
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
2 Days Ago
Some code cleanup
2 Days Ago
merge from naval_update
2 Days Ago
meta deleted
2 Days Ago
merge from main
2 Days Ago
Merge from main
2 Days Ago
Added inflated normal bias based on normal recontruction from depth
2 Days Ago
Merge from main
2 Days Ago
Merge from main
3 Days Ago
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
3 Days Ago
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
3 Days Ago
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3 Days Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable