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129,247 Commits over 4,232 Days - 1.27cph!

5 Hours Ago
Comments and cleanup
Today
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
Today
Support custom colours for balloon particle pop FX
Today
Paintball Gun - Viewmodel, ammo model, bake
Today
balloon pack steam item and hooked up item definitions to unlock
turret_head_animations -> naval_update
Another compile fix
Fixed compile errors
Today
removed anim events sfx from m4 shotgun idle anim
turret_head_animations -> naval_update
Stop the reload animations of a turret if you hop off
Today
3p smg anims updated with corect spine position
Fix some issues with my one shot cancellation
Stop current player one shot if mounting or dismounting
Made front turret way smoother to look around with
Today
3p boat steering tests - added Steering_Boat mountpose enum - added placeholder player sitting pose - added steering anim to player animator - set steering deployable to use pose, updated mount position
Today
Rear turret eye adjustment to remove clipping
Today
3p bolt rifle anims updated so finger does not clip through the gun
Today
set up wind stings and general improvements on the ambience volumes and triggerers
naval_update -> turret_head_animations
Today
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
Today
Added multi-line support for balloon text editing
Yesterday
moved some vertex processing into multi-threaded generation
Yesterday
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
Yesterday
export spas shotgun anims with correct spine position
Yesterday
IO line are switched to LOD dynamic when their IO ent is parented to something
Yesterday
More IO prefabs deployable on Large Vehicle layer
Yesterday
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Yesterday
set up birthday hat to be skinnable of candle hat
Yesterday
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
Yesterday
added gib material with emit disabled
Yesterday
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
Yesterday
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
Yesterday
multi_drop_nre_fix -> main
Yesterday
merge from main
Yesterday
add printouts
Yesterday
added matrix lods, gibs, material adjusted and updated prefab
Yesterday
Medical syringe animation polish pass
Yesterday
Hat texture size pass. Flame replacement (still wonky atm in this commit)
Yesterday
Merge: from spectate_command_fix - Bugfix for spectate doing nothing when spectating far-away player - Bugfix for error on respawn after spectate if previously didn't have a spectate target Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues
Yesterday
Bugfix: Spectating - when no valid spectator found when starting to spectate, ensure we still set the right SubStrategy - If no spectate targets were found, chat message now contains the used filter Could easily happen for people using keybinds, as keybind sends "spectate True" Tests: using keybind, spectated other player twice in a row - no more errors
Yesterday
Bugfix: Spectating - ensure Spectating flag always gets sent to the owner Fallout from the queue skipping optimization Tests: Went outside of network range, waited for subscription to unsub and and started spectating on a 2p server. Did it 10 times - no failures
Yesterday
All neon signs deployable on the vehicle large layer
Yesterday
More IO prefabs deployable on the large vehicle layer
Yesterday
merge from the correct gui_sculpting branch
Yesterday
Cherry pick dock and edit fix
Yesterday
merge from sdf_sculpting
Yesterday
Fix FindDockableStation return logic. Fix occasional NRE disconnect with dock and edit.
Yesterday
add hmlmg
Yesterday
Merge from puzzle_reset_hotfix