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130,203 Commits over 4,232 Days - 1.28cph!

Yesterday
Merge from parent
Yesterday
Add Assets\Plugins\crosstales back (minus voice plugin folder)
Yesterday
Add text to both sides of balloons
Yesterday
Merge from parent
Yesterday
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
Yesterday
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
Yesterday
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
Yesterday
Update for line spacing, text sizes, text colour, and small tweaks for balloons
Yesterday
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
Yesterday
Extra protection to on cl_attack and on cl_reload
Yesterday
Paintball Gun - texture update
Yesterday
Reposed barrel and crate wearables
Yesterday
naval_update -> pt_boat_turrets
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
Yesterday
merge from naval_update
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Ensure front turret is playing the front turret animation
Yesterday
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
Yesterday
merge from naval_update/deep_sea
Yesterday
Change tip wording.
Yesterday
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Yesterday
Fixed debug portal renderer being visible with the convar off
Yesterday
Small engine skinning fix
Yesterday
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
Yesterday
Only try and ram occasionally
Yesterday
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug - try spawning boats lower in the water plane - spawn relative to the correct water height (including waves)
Yesterday
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn) - Better boat positioning - Add more bouyancy points to the pt boat (rear was a nightmare) - Wake up the boats from further away - Convar to spawn boat groups together
Yesterday
Set default EditFinishUseInterval to 1 second.
Yesterday
Frog boots repose
Yesterday
Only fill fuel to 50
Yesterday
Evaluate water height at water positions and spawn y at that rather than possibly under water
Yesterday
Npc aim refactor progress
Yesterday
naval_update -> scientist_boat_ai
Yesterday
Check textures for null in ApplyMipLevels()
Yesterday
Check textures for null in ApplyMipLevels()
Yesterday
Merge Indirect Instancing Fixes
Yesterday
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state
Yesterday
roof conditionals visual polish various fixes
Yesterday
Cannon animation polish pass
Yesterday
ak charm anchor position tweak
Yesterday
Edit/finish cooldown is now handled by a flag, client UI menu options based on the flag.
Yesterday
mp5 charm setup
Yesterday
roof block model transforms reset, removed duplicate gibbable scripts
Yesterday
Updated charm list
Yesterday
AK charm setup
Yesterday
backpack charm texture updates
Yesterday
Updated deep sea map marker tooltip wording
Yesterday
Merge from client_cache
Yesterday
Wellipets hat repose