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132,338 Commits over 4,262 Days - 1.29cph!

2 Months Ago
Add max texture resolution information for skinnables in the workshop scene
2 Months Ago
Merge from main
2 Months Ago
Merge from boat_building
2 Months Ago
Merge from auth2
2 Months Ago
Merge from naval_update
2 Months Ago
Compile fixes
2 Months Ago
Only show steering wheel health bar in edit mode
2 Months Ago
Rework steering wheel priv linking to fix save issue
2 Months Ago
squeeze bent normals into skin shader g-buffer
2 Months Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
2 Months Ago
Topologies
2 Months Ago
Final splatting/sculpts.
2 Months Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
2 Months Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
2 Months Ago
merge from misc_fixes
2 Months Ago
added indicators for ammo types: slug, smoke, buckshot
2 Months Ago
Fix muzzle fire appearing at the wrong place
2 Months Ago
Re-apply CodeGen
2 Months Ago
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
2 Months Ago
Swap to the rigged versions of the 50 cals
2 Months Ago
Reset some CodeGen to their state on /main
2 Months Ago
merge from fix_deep_sea_network_layer -> naval_update
2 Months Ago
CodeGen
2 Months Ago
Fixed front turret only reloading the left 50 cal
2 Months Ago
Rebase on /main
2 Months Ago
Fix SV_ReloadStart error on rear turret
2 Months Ago
Another manifest Finally working with some clean prefabs
2 Months Ago
bug fixes, cleaned up scene folders
2 Months Ago
audio clip properties updates
2 Months Ago
added ADS attack anim for rpg skin viemodel
2 Months Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
2 Months Ago
DLC tab background fading
2 Months Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
2 Months Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
2 Months Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
2 Months Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
2 Months Ago
Splats & sculpts.
2 Months Ago
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2 Months Ago
Rebase on /main
2 Months Ago
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2 Months Ago
Atlases, cleanup
2 Months Ago
Removed ability to repair helicopters that are in flight
2 Months Ago
merge from naval_update
2 Months Ago
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
2 Months Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
2 Months Ago
2 Months Ago
conditional art models, textures, material and initial prefabs setup