reporust_rebootcancel

139,399 Commits over 4,505 Days - 1.29cph!

1 Year Ago
Backup
1 Year Ago
merge from ui_mipmap_fixes
1 Year Ago
Tagged more item icons to use the UI mipmap group
1 Year Ago
Null check just in case
1 Year Ago
Fixed mannequin losing its skins
1 Year Ago
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
1 Year Ago
LR and AK can be heard from 500 meters away
1 Year Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
1 Year Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
1 Year Ago
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
1 Year Ago
Added LODs and COL for farm barge kiosk
1 Year Ago
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
1 Year Ago
merge compile error fixes to naval update
1 Year Ago
Floating city medical bay progress Merged rope bridge Lowered SSS on tarps
1 Year Ago
Fix server restart warning NRE
1 Year Ago
merge from deep_sea/portals -> deep_sea
1 Year Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
1 Year Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
1 Year Ago
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
1 Year Ago
Fix not being able to place barricades on train tracks when near/in a monument
1 Year Ago
Force mannequin to always use male body type
1 Year Ago
Move portal teleport code into DeepSeaManager.Portals.cs
1 Year Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
1 Year Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
1 Year Ago
adjusted mannequin collider so it cant put it's arms through walls
1 Year Ago
fix uppercase mannequin prefab paths
1 Year Ago
Disable more burst attributes for place entities offshore
1 Year Ago
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage - Expanded TestWaterFactorsConsistency unit test to detect this case Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor Tests: ran unit tests
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
fix compile error
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
Mannequin can be deployed on tugboat
1 Year Ago
Fix mannequin inventory swapping and dropping issues
1 Year Ago
Fluo ceiling light deploy volume tweaks
1 Year Ago
Force disable HLOD while Indirect Instancing is enabled
1 Year Ago
Floating city / casino progress and medical bay dressing progress
1 Year Ago
Static beach parasol prefabs
1 Year Ago
Improvised walkways / merged all floor meshes and setup temporary colliders
1 Year Ago
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
1 Year Ago
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
1 Year Ago
merge from fix_burst_compiler_errors to naval_update
1 Year Ago
Move GenerateSpawnPoints job to its own file.
1 Year Ago
gunshot_network_range_improvements -> main
1 Year Ago
Progress backup More splat files & palette stuff.
1 Year Ago
Can only deploy chandelier on flat surfaces Can't deploy chandelier on the deployed layer
1 Year Ago
Restored bolt and l9 to be 700 meters
1 Year Ago
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
1 Year Ago
merge from vclouds_default_enable