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131,286 Commits over 4,232 Days - 1.29cph!

19 Minutes Ago
Update tropical4 chunks
35 Minutes Ago
Update tropical3 chunks
49 Minutes Ago
Add warning for missing spawn groups instead of just silencing them
1 Hour Ago
Volume changes on casino card area and foliage sounds removed
1 Hour Ago
Remove leftover DamangeRenderer component on PlayerBoat
2 Hours Ago
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
2 Hours Ago
Merge from naval_missions
2 Hours Ago
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions - Also fixed objective map and compass markers for those missions not working as they should - Fix being able to focus on invisible objective map markers
2 Hours Ago
merge from main/naval_update/pt_boat_sounds
3 Hours Ago
merge from main/naval_update
3 Hours Ago
pt boat gunshot tweaks and distant shots pt boat uses silent water-enter-exit splash in buoyancy so it stops making so many squishy sounds
3 Hours Ago
PlayerBoat.MaxVelocity is now a replicatedvar
3 Hours Ago
merge from fix_batching_ghosting -> naval_update
3 Hours Ago
Steering is no longer applied if anchored.
3 Hours Ago
Fix Render batching occasionally persisting after the prefab is deleted - caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
4 Hours Ago
null check
4 Hours Ago
Revert BoatBuildingStation.GetForPlayer changes
4 Hours Ago
Remove unused function
4 Hours Ago
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
5 Hours Ago
Some cleanup.
5 Hours Ago
missing null check
5 Hours Ago
Add shield stats display to techtree selections
5 Hours Ago
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
5 Hours Ago
Boatbuilding UI: Only check vis every second,
5 Hours Ago
Extra profiling
6 Hours Ago
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
6 Hours Ago
Fix tropical underwater overlay logic issue
6 Hours Ago
Regenerate tropical2
6 Hours Ago
Fix dwelling NRE causing deep sea islands to not spawn fully.
Today
Removed unused functions
Today
merge from main/naval_update/floating_cities/island_ambience
Today
Null check reloaded sound for cannons
Today
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
Today
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Today
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
Today
merge from main
Today
merge from Techtree_PrimHard_Nava
Today
Remove some redundant checks from CanClearArea. Misc rate limiting. Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Today
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
Today
Today
reapply changes post merge
Today
Merge: from spectate_3p_fix - Bugfix for spectating yourself causing a client crash Tests: tried to spectate via F1 menu - no longer possible
Today
Clean: fix formatting for PlayerInfo Tests: none, trivial change
Today
Update: Block Spectate button in F1 Server menu when selected player is local player - updated engineui.serveradmin.playerinfo.prefab to link up the button Tests: Opened Server tab, selected self in list - button was not interactible
Today
Bugfix: Spectating - prevent server accepting spectating yourself Tests: Used F1 Server tab to spectate myself - no crash
Today
merge from main/naval_update
Today
Reasign sound class to 50call sound and change pitch on loot storage
Today
merge from main/naval_update