reporust_rebootcancel

127,016 Commits over 4,201 Days - 1.26cph!

13 Minutes Ago
merge from physics_pass_two
14 Minutes Ago
playerboat wavePID balance
14 Minutes Ago
merge from editor_force_on_helicopter - resolved merge conflict
19 Minutes Ago
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20 Minutes Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
20 Minutes Ago
Merge: from main
23 Minutes Ago
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
24 Minutes Ago
merge from fishing_village_collider_fix_fix
25 Minutes Ago
26 Minutes Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
33 Minutes Ago
improve transform access in correction forces
39 Minutes Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
40 Minutes Ago
edited rpg skin 3p reload anim
51 Minutes Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
51 Minutes Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
52 Minutes Ago
steeringwheel controls HasDriver flag of parent boat
1 Hour Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
1 Hour Ago
scientist_boat_ai -> naval_update
1 Hour Ago
turn off debug draw
1 Hour Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
1 Hour Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
1 Hour Ago
Better lights on the RHIB
1 Hour Ago
enabling PlayerBoat correction forces with some initial balance
1 Hour Ago
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
1 Hour Ago
merge from naval_update
1 Hour Ago
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
1 Hour Ago
Remove logs
1 Hour Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
1 Hour Ago
disabled r/w and batching on seaweed clumps
1 Hour Ago
Update: convert IsBeingSpectated utility - Updated dependent code to use new GetSpectators instead of old nested children approach Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
2 Hours Ago
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
2 Hours Ago
When boat dies kill all remaining scientist on board
2 Hours Ago
scientist_boat_ai -> naval_update
2 Hours Ago
Pass mount point for spawning, dont rely on position
2 Hours Ago
scientist_boat_ai -> naval_update
2 Hours Ago
Stop info box breaking with 'null action'
3 Hours Ago
Dont ram a player if they are way higher up on an island
3 Hours Ago
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
3 Hours Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
3 Hours Ago
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
3 Hours Ago
Added baked shore vector volumes to the FCs S2P
3 Hours Ago
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from dipsi
3 Hours Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
3 Hours Ago
split off axle on windmill
4 Hours Ago
Update: reimplement spectating to use ISubscriptionStrategy instead of secondary groups - Done via SpectatorSubStrategy (takes subscriptions of target) and SpectatedSubStrategy (notifies when group changes) - Removed old secondary group code and reverted relevant Network API changes - Made Networkable.OnSubscriptionChange public This also fixes the bug with previous version that it only saw "near" distance entities Tests: Spectated player on craggy, flew around until island disappeared from rendering - no NREs. Got 2 things to improve, and I think it's done
4 Hours Ago
Flare LODs
4 Hours Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
4 Hours Ago
Editor tool to find missing worldmodel outlines, fix missing outlines for: Apple, CactusFlesh, TunaCan, HiveNuclei, AdvancedAntiRadTea, AdvancedHealingTea, AdvancedHealthTea, AdvancedOreTea, AdvancedScrapTea, AdvancedWoodTea, BasicAntiRadTea, BasicHealingTea, BasicHealthTea, BasicOreTea, BasicScrapTea, BasicWoodTea, CoolingTeal, HarvestingTea, PureAntiRadTea, PureHealingTea, PureHealthTea, PureOreTea, PureScrapTea, PureWoodTea, WarmingTea, largebackpack, smallbackpack, wm_twitch_rivals_flag, candy_cane, snowball, candycanes, electric_garland, gingermen, pinecones, polestar, tinsel, xmas_baubles, Potato, horse_dung_pile, horsedung, LargeMedkit