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133,371 Commits over 4,293 Days - 1.29cph!

Today
Update: OcclusionGroupTests - introduce another player spawn state, RespawnFromDead - setup default itemList for ItemManager when running unit tests, as it's assumed to always be there Another assumption that I had proved wrong - when players are spawned, they can stay dead (for example, game mode can prohibit spawning for a time) Tests: ran unit tests, more borkage
Today
improved 3p paintballgun reload anim
Today
wood box icon updated, prefab updated, added panel title, updated localization
Yesterday
uv fix for bbq proper rotation for bbq fbx and prefab
Yesterday
wood box game textures & material
Yesterday
Bugfix: OcclusionGroupTests - setup valid world bounds for unit tests - added netgroup visibility precondition testing, if that fails, then the test setup is wrong Empty bounds were causing group layers to sometimes become TutorialIsland, which break visibility Tests: ran unit tests, more pass
Yesterday
removed hand fidgeting from vm paintball gun idle animation
Yesterday
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
Yesterday
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands. No longer clips through the base plane, with under-world foliage looking all hacky and bad.
Yesterday
Tests: OcclusionGroupTests - add players that spawn as sleepers or dead I assumed newly connected players always spawn as sleepers, but that's wrong - could explain an active NRE. Tests: ran unit tests (most still borked)
Yesterday
Updating paddle anims to loop
Yesterday
Fixing sit shooting poses with incorrect settings
Yesterday
Picture frames - fixed scrap frame materials and updated paintable textures
Yesterday
Merge from naval_update
Yesterday
Switched server to custom build 2022.3.41x1
Yesterday
Final'ish, sans shore fog code fix.
Yesterday
Merge from main
Yesterday
Merge from naval_update
Yesterday
created paintball gun 3p jog and run anims and assigned to holdtype controller
Yesterday
Salvaged Cleaver weapon refresh animation polish pass
Yesterday
merge from indirect_instancing
Yesterday
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
Yesterday
Icon manifest updated, localization updated
Yesterday
scrap box adjusted box script type to display, added panel title, attached anchors
Yesterday
metal box added icon file, added panel title, added icon component to prefab, updated item file
Yesterday
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
Yesterday
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
Yesterday
Merge from main
Yesterday
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
Yesterday
Merge from io_budgets
Yesterday
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
Yesterday
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Yesterday
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Yesterday
Convert steering wheel to MeshLOD
Yesterday
Merge from door_alloc_fix
Yesterday
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Yesterday
Merge from cctv_budget
Yesterday
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Yesterday
Subtract merge 140855
Yesterday
Merge from main
Yesterday
WIP on lightup frames
Yesterday
Add a null check in TriggerParent.CheckAllParenting
Yesterday
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Yesterday
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Yesterday
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
Yesterday
initial comps box prefab setup. manifest
Yesterday
merge from naval_update
Yesterday
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Yesterday
Clear deep sea shore vector data server side when the deep sea closes
Yesterday
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.