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134,454 Commits over 4,293 Days - 1.30cph!

10 Days Ago
Update manifest
10 Days Ago
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
10 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
10 Days Ago
merge from main to fix_manifest_errors
10 Days Ago
Update: adapt OcclusionValidateGroups to new logic Tests: used it in various scenarios in 2p on Craggy. Spotted a bug for reconnecting players, need to add a unit test and fix
10 Days Ago
Update: OcclusionGroupTests - added LaggyTeleport test Think I'm done, going to do a bit of manual testing and merge it back Tests: unit tests
10 Days Ago
Update: restore lastPlayerVisibility support in new logic - updated tests to validate corret removal of timestamp Just have one last test to implement, and it's done Tests: ran unit tests
10 Days Ago
- Fix parented players being at odd starting rotations - Enable AI only parenting on: PTBoatDriver PTBoatPassenger Small Boat Passenger RHIB Driver
10 Days Ago
fix occasional single-pixel ocean line in canyons
10 Days Ago
paintable window fixes
10 Days Ago
merge from main
10 Days Ago
current progress for skin blocks parts and material
10 Days Ago
Test list
10 Days Ago
Can run tests using the window when out of playmode, clicking run will start playmode and run the selected tests when possible Ground work for the future dashboard implementation
10 Days Ago
Update: prep unit tests for lastPlayerVisibility validation Tests: ran unit tests
10 Days Ago
Paintable Reactive Target - Updated IO ports positions, updated model and textures to support the new IO ports. Rigged model remains the same so it needs updating and setup
10 Days Ago
Reimplement parenting logic
10 Days Ago
merge anim fix to main
10 Days Ago
main -> mountplayersync_ai_bypass
10 Days Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
10 Days Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
10 Days Ago
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
10 Days Ago
Salvaged cleaver animation blend adjustments
10 Days Ago
Added gibs for stone component box
10 Days Ago
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
10 Days Ago
Merge from naval_update
10 Days Ago
Merge from main
10 Days Ago
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
10 Days Ago
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed
10 Days Ago
S2P islands for ai zones
10 Days Ago
Day extension for march.
10 Days Ago
Revert TOD change for branch placement.
10 Days Ago
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60. Night time stays at approximately the same 10.
10 Days Ago
junkpile_ladder_clip_fix -> main
10 Days Ago
junkpile_ladder_clip_fix -> main
10 Days Ago
merge from main
10 Days Ago
merge from automatedtesting
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
Updating last of the gesture anims to v4 rig
10 Days Ago
Easel placement setups for scrap and lightup frames
10 Days Ago
Remove sockets from XL and XXL for easel, comically large and unbalanced
10 Days Ago
stone, wood panel title and description updated
10 Days Ago
scrap box panel title and description updated, ran manifest, loca and icon manifest
10 Days Ago
food, meds, metal box panel title and description updated
10 Days Ago
armor box, comps box, explosive box panel title and description updated
10 Days Ago
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
10 Days Ago
updated icons for ammo, comps, stone boxes
10 Days Ago
ore box naming fix
10 Days Ago
ammo box naming fix part 2