reporust_rebootcancel

130,063 Commits over 4,232 Days - 1.28cph!

6 Minutes Ago
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
14 Minutes Ago
Don't reconcile with present states
33 Minutes Ago
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
1 Hour Ago
merge from deep_sea -> deep_sea/island_scenes
1 Hour Ago
add another variable to balloon text for correcting pivot displacement from vertical rotation
1 Hour Ago
Lumberjack hazmat repose/lods
3 Hours Ago
Send right first server snapshot time
3 Hours Ago
Only show crosshair when not using sights (front turret)
3 Hours Ago
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12
3 Hours Ago
merge from boat_building
3 Hours Ago
Merge from parent
3 Hours Ago
Add Assets\Plugins\crosstales back (minus voice plugin folder)
4 Hours Ago
Add text to both sides of balloons
4 Hours Ago
Merge from parent
4 Hours Ago
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
4 Hours Ago
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
4 Hours Ago
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
5 Hours Ago
Update for line spacing, text sizes, text colour, and small tweaks for balloons
5 Hours Ago
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
6 Hours Ago
Extra protection to on cl_attack and on cl_reload
6 Hours Ago
Paintball Gun - texture update
6 Hours Ago
Reposed barrel and crate wearables
6 Hours Ago
naval_update -> pt_boat_turrets
6 Hours Ago
scientist_boat_ai -> naval_update
6 Hours Ago
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
Today
merge from naval_update
scientist_boat_ai -> naval_update
Ensure front turret is playing the front turret animation
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
Today
merge from naval_update/deep_sea
Today
Change tip wording.
Today
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Today
Fixed debug portal renderer being visible with the convar off
Today
Small engine skinning fix
- 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
Only try and ram occasionally
- 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)
- 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
Today
Set default EditFinishUseInterval to 1 second.
Today
Frog boots repose
Only fill fuel to 50
Evaluate water height at water positions and spawn y at that rather than possibly under water
Today
Npc aim refactor progress
naval_update -> scientist_boat_ai
Today
Check textures for null in ApplyMipLevels()
Today
Check textures for null in ApplyMipLevels()
Today
Merge Indirect Instancing Fixes
Today
* 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
Today
roof conditionals visual polish various fixes
Today
Cannon animation polish pass