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133,245 Commits over 4,293 Days - 1.29cph!

Yesterday
Clean: OcclusionGroup - lower core of logic from BasePlayer to BaseNetworkable - also move cached subscribers cleanup to BasePlayer.OnServerDestroy - split off server occlusion logic into it's own BaseNetworkable potion Tests: all platforms compile in editor
Yesterday
set lightup frames to use standarddecalwithtwo shader again
Yesterday
tweaked free sockets on goldframe medium and small so they are deployable on space building skin
Yesterday
Bugfix: ServerOcclusion - clean up external references when BaseNetworkable is destoyed Dobbie's free, this is the last bug I could theorycraft. There's a small window before occlusion would update and unsubscribe where a teleport then destroy could leave a dangling set of references, but this doesn't happen because of unnecessary SetParent being called when BaseEntity is destroyed on the server(but this should be fixed separately) Tests: not testable
Yesterday
stay_close_death_fix -> main
Yesterday
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
Yesterday
fixed artist canvas gibs missing material, fixed artist canvas medium not linked to correct paintable, fixed broken deploy guide on ornate medium frame, fixed lods on paintable reactive target all displaying, fixed easel top mesh render warnings, and rendered easel icon
Yesterday
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
Yesterday
Death screen now switches back to the mainland if the deep sea closes for any reason
Yesterday
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
Yesterday
Merge from main
Yesterday
Update: OcclusionGroup - tracked down another false-positive error - left a comment explaining why check was removed Whena player reconnects and reclaims a sleeper with a player in proximity, the eventual network group subscription will try to append to the occlusion group that already contains the reconnected player. Tests: reconnected with a player in vicinity
Yesterday
Bugfix: ServerOcclusion - clean up occlusion group refs when retiring groups Fixes false-positive error logs Tests: 2p, 2nd player disconnects while 1st player is in vicinity - afterwards first player walks out then back into to original network cell
Yesterday
boatai_better_patrol -> main
Yesterday
window paintable initial setup , gibs, lods etc
Yesterday
Update: Update: OcclusionGroups - each members tracks which group refers to it Needed for an upcomign bugfix in OnDestroy and helps detect issues Tests: 2p on Craggy - tested players close, flying far away, teleporting, disconnect-reconnect - logged an extra problem to address
Yesterday
Clean: refactored out OcclusionOnDestroy, as it was getitng messy - also added a null check to avoid pooling issues Tests: none, trivial changes
Yesterday
Actually renamed it to Bear Skin Rug this time
Yesterday
Bugfix: OcclusionGroups - ensure sleepers are tracked when player transitions to a different occlusiongroup This is an edge case when being in subscription range of a sleeper - sleeper's group would contain it and player, but player's group would have sleeper missing Tests: moved around in the vicinity of sleeper, checked internal state
Yesterday
Fixed muzzle brake not unlocking via HV pistol ammo in tech tree
Yesterday
Bugfix: OcclusionGroups - fix NRE when moving out of group with a sleeper - replaced with a IsVisibleFromFar check - also reworked teleportation logic via IsVisibleFromFar, as that's more correct - also IsVisibleFrom range check was wrong, so fixed that Previous code relied on subscriber to check if move-out-of-bounds occurred, but sleepers don't have a subscriber, so it NREed Tests: moved away from a cell with a sleeper, checked internal state
Yesterday
Update: NetworkVisibilityGrid gains IsVisibleFromNear/Far(Group from, Group to) - expose via provider interface Needed for occlusion groups case of moving sleepers (as I can't rely on subscriber check) Tests: testted as part of followup bugfix
Yesterday
merge from artist_pack_dlc
Yesterday
paintable reactive target setup and script
Yesterday
Debugging
Yesterday
update all ornate frames with label code
Yesterday
Light up Picture frames - added lods to xl and xxl versions, swapped material to new standard shader, fixed paintable area UVs
Yesterday
Fix the values so they can orbit smoothly
Yesterday
Merge: from main
Yesterday
Bugfix: OcclusionGroups - eagerly clean up occlusion group when teleporting - consolidated occlusion-group leaving logic Caught the bastard - due to over-time nature of subscription updating, there was a window in which the player could teleport and disconnect, leading to a leak of occlusion group and a null participant. Tests: on client, teleport2marker;kill, then separatelly disconnect; then on server run OcclusionValidateGroupson - all's gud
Yesterday
Fix some minor bugs with the new orbit state. Still needs some more work
Yesterday
Updating skinning for paintball overalls
Yesterday
- Updated worldmodel (scaled up to match existing asset, removed internals from LOD3 & re-positioned to be central to the world) - Updated world rig with updated model - Updated bounds in .worldmodel & .entity - Re-cached textures in .viewmodel (material updates broke this connection)
Yesterday
paintable reactive target rig/anims exported and setup in prefab. Also world model animator controller created
Yesterday
merge from artist_pack_dlc
Yesterday
Fix npcZone OOB translation being wrong when parented to a ghostship
Yesterday
Add hack to not check if underwater if parented to a ghostship
Yesterday
Instead of removing the shadow mask mode completely from the UI, it's now only disabled to ensure it doesn't break graphics presets
Yesterday
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
Yesterday
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
Yesterday
Extra debugging Simplify the state Increase radius
Yesterday
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
Yesterday
merge from main
Yesterday
mirror 05 model and collision
Yesterday
boatai_avoid_trigger_fix -> main
Yesterday
Save for debugging
Yesterday
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
Yesterday
Update: minor changes - comment explaining why occlusion group isn't retired - error log for cases where we're unsubscribing from network group but we're not in it's occlusion group - TODO comment outlining a desync between group transitions on the border of subscription range and networkable destruction Tests: none, trivial changes
Yesterday
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
Yesterday
Add npc zones to ghost ships, fixes scientists not rushing or flanking well