reporust_rebootcancel

130,414 Commits over 4,232 Days - 1.28cph!

Yesterday
Yesterday
- Added an FOV punch when attacking - Extra prevention to prevent punching in a bunch of scenarios
Yesterday
Merge from parent
Yesterday
Merge from naval_update
Yesterday
NRE fix for deploy checks. Deploy & edit showif implementation.
Yesterday
Compile fixes
Yesterday
- Add some smoothing to the rear turret
Yesterday
- Fix aiming smoothing of the front gun - Fix seat nre in client
Yesterday
Remove all dock & edit related code
Yesterday
Don't play the client tick if no one is home
Yesterday
Bring back lerping to 0 when you reload rather than a hard set
Yesterday
- FIx the dumbest angles conversion bug of all time - Stop NRE when mounting the rear turret (ocassionaly happening?) - Ensure animations play at normalized time of 0
Yesterday
Manually play the boat building station deploy effect
Yesterday
Can't deploy and edit in the deep sea
Yesterday
Deploy & Edit from the wheel requires a BBS item, takes the item and deploys the BBS & enters edit mode. Finishing building via the steering wheel kills the BBS and returns the item to the player. Can only deploy & edit if you have the BBS item.
Yesterday
Can't edit boats that are moving too fast.
Yesterday
Refactor, including moving implementation from the wheel to PlayerBoat.
Yesterday
Fix null refs for deep sea island models, set them to the new chunked versions
Yesterday
Regenerate tropical 4 chunked terrain mesh
Yesterday
Fix tropical3 LOD folders
Yesterday
Regenerate tropical 3 chunked terrain mesh
Yesterday
Regenerate tropical 2 chunked terrain mesh
Yesterday
Regenerate tropical1 terrain mesh chunks and prefab
Yesterday
kinda working
Yesterday
Yesterday
minor balloon pop sound tweaks fix latex single balloon playing pop fx twice
Yesterday
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Yesterday
merge from main/naval_update
Yesterday
Post merge fixes
Yesterday
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Yesterday
steering wheel increased texture resolution and shading fix on some wood handles
Yesterday
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Yesterday
merge from naval_update/deep_sea
Yesterday
Fixed deep sea exit portal always spawning south Some refactoring
Yesterday
add text colour scaling depending on time of day, added CanvasLOD
Yesterday
hooked up lodgroup correctly this time on balloons and also fixed vertex order on lod1's on heart and speechbubble balloons so materials preserve across lodchain
Yesterday
merge from birthday2025 fixed lod issue
Yesterday
merge from main/naval_update
Yesterday
Fixed z flickering in casino barge
Yesterday
Replaced mesh colliders with box colliders on a bunch of improvised walkway modules / mostly on completely solid variants like floors, walls, etc.