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130,631 Commits over 4,232 Days - 1.29cph!

6 Minutes Ago
Updating small engine rig with combined mesh
10 Minutes Ago
edited lr300 space vm anims and exported 3p reload/deploy anims and linked to new lr300 holdtype controller
22 Minutes Ago
updating single 50cal clips and emtpy ammo pose
42 Minutes Ago
Update attack animations on front 50cal
1 Hour Ago
expanded floating cities shore vectors
1 Hour Ago
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1 Hour Ago
fixed some trims on triangle up mesh fixed triangle roof prefab cull distance re-applied roof conditional fix slimmer half wall killed the beautiful window frame depth for embrasures
4 Hours Ago
Merge from parent
4 Hours Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
5 Hours Ago
* Fix lights at monuments always visually on * Fix levers not animating properly
5 Hours Ago
Possibly fixed scaling of island map markers in deep sea Fixed markers not working properly after a server restart
5 Hours Ago
Add a check for cannon update parameters errors if the playable graph isn't ready.
5 Hours Ago
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
6 Hours Ago
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
Remove unused threshold
- Try moving everything over to update (on the lerping side) - Server sends an aim packet everytime it receives an input rather than checking difference before sending
Today
tentative cannon reload sounds (still some weirdness with an animation event firing when it shouldn't be) cannon fuse sound
naval_update -> turret_fixes
Missed compile fix
- Compile errors - Reduced rear screenshake
Today
merge from naval_update
Today
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
Today
merge from main
Today
merge from field_mismatch_fix
Today
Fixed CLIENT only serialized field in UI_Store
Today
Fixed blank picture frame in casino not culling at all Fixed parasol on casino deck not culling at all
Add screenshake to the front and rear turret so they don't feel lifeless
Today
Fixed SERVER only serialized field in BaseCombatEntity
Today
merge from main/naval_update
Today
merge from naval_update/deep_sea
Today
merge from deep_sea
Today
Merge from parent Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
Restored the rotate to zero before reloading
Removed mission position generator validation method, now just uses the position generation method (both methods were doing very similar things) and stores these generated points for if we eventually accept this mission. Check if objectives are valid before proceeding. Objectives can now use those generated points to check if a mission is valid before the mission has started.
Today
Also include player parented to ladders in GetPlayersOnBoat
Today
Reapply on the right prefab this time
Today
Suntract 137986, applied changes to wrong asset
Today
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation
Today
Fix workshop skins not loading when Indirect Instancing is enabled
Today
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Today
Fixed mount animation playing when swapping weapons while mounted
Today
Manually copied over the texture changes from rhib_fixes and fixed the baked in map material on the rhib
Today
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal The boat was teleported but not the player Added GetPlayersOnBoat in BaseBoat
Fix mounted weapon show/hide NRE
Today
Merge from parent
Today
Fix CullingVolume LodGroup warning
Set AI turret max shoot distance from 200 -> 75 meters
Bring back turret aim lerping
More value tuning