reporust_rebootcancel

131,918 Commits over 4,262 Days - 1.29cph!

11 Days 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
11 Days Ago
Remove unused threshold
11 Days Ago
- 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
11 Days Ago
tentative cannon reload sounds (still some weirdness with an animation event firing when it shouldn't be) cannon fuse sound
11 Days Ago
naval_update -> turret_fixes
11 Days Ago
- WIP
11 Days Ago
Missed compile fix
11 Days Ago
- Compile errors - Reduced rear screenshake
11 Days Ago
merge from naval_update
11 Days Ago
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
11 Days Ago
merge from main
11 Days Ago
merge from field_mismatch_fix
11 Days Ago
Fixed CLIENT only serialized field in UI_Store
11 Days Ago
Fixed blank picture frame in casino not culling at all Fixed parasol on casino deck not culling at all
11 Days Ago
Add screenshake to the front and rear turret so they don't feel lifeless
11 Days Ago
Fixed SERVER only serialized field in BaseCombatEntity
11 Days Ago
merge from main/naval_update
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
merge from deep_sea
11 Days Ago
Merge from parent Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
11 Days Ago
Restored the rotate to zero before reloading
11 Days Ago
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.
11 Days Ago
Also include player parented to ladders in GetPlayersOnBoat
11 Days Ago
Reapply on the right prefab this time
11 Days Ago
Suntract 137986, applied changes to wrong asset
11 Days Ago
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation
11 Days Ago
Fix workshop skins not loading when Indirect Instancing is enabled
11 Days Ago
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
11 Days Ago
Fixed mount animation playing when swapping weapons while mounted
11 Days Ago
Manually copied over the texture changes from rhib_fixes and fixed the baked in map material on the rhib
11 Days Ago
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
11 Days Ago
Fix mounted weapon show/hide NRE
11 Days Ago
Merge from parent
11 Days Ago
Fix CullingVolume LodGroup warning
11 Days Ago
Set AI turret max shoot distance from 200 -> 75 meters
11 Days Ago
Bring back turret aim lerping
11 Days Ago
More value tuning
11 Days Ago
Match LOD settings on new scientist outfit
11 Days Ago
merge from naval_update
11 Days Ago
Implementing a few suggestions from Graham: - Move reconcilliation to Update loop - Transform pivot angle relative to transform space rather than world space - Make all of my reoncilliation/update use sensible values - Variable everything
11 Days Ago
merge from ah_trajectory_mismatch_fix
11 Days Ago
Don't run the steering wheel angle calculation if a player isn't mounted to a steering wheel
11 Days Ago
FIxed the sail deploy guide test not taking into account the players custom rotation
11 Days Ago
GPU crash fix, NaN check in cloud raymarch
11 Days Ago
Merge from boat_building
11 Days Ago
And include the player animation controller, that's kinda important
11 Days Ago
Merge from boat_steering
11 Days Ago
floor & floor.triangle snap directions
11 Days Ago
Adjusted frame range of steering anim, had 10 frames of no animation at end
11 Days Ago
Add validation between lighting the fuse and firing the cannon.