reporust_rebootcancel

131,081 Commits over 4,232 Days - 1.29cph!

Yesterday
Set both turrets to be serverside only. Won't be as smooth but its release-able
Yesterday
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Yesterday
filler in gap quality 0 Launch site
Yesterday
boat engine now uses more fuel per sec
Yesterday
fixed wooden_building_c LOD1 roof not double sided
Yesterday
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
Yesterday
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
Yesterday
small oilrig set dressing fixes
Yesterday
merge from deep_sea
Yesterday
Fixed repel forces blocking whitelisted boats inside the deep sea
Yesterday
bunch of shadow proxies to fix light leaking in oilrig
Yesterday
50cal_animations -> naval_update
Yesterday
Diving tank repose
Yesterday
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
Yesterday
updated vm lr300 space anims
Yesterday
naval_update -> 50cal_animations (2)
Yesterday
naval_update -> 50cal_animations (merge issues)
Yesterday
fixed stairs being ass at excavator smaller machine
Yesterday
tweaks to rocks in WTP to avoid poking out of cliffs
Yesterday
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
Yesterday
texture update
Yesterday
added prevent movement volume to block LOS error spot
Yesterday
Glass small surface type for industrial buildings
Yesterday
plugged more holes in countryside tunnel entrance
Yesterday
Space LR300 - Added emissive sights to worldmodel
Yesterday
env volume fix at computer station room at train tunnel hatches
Yesterday
added boat hull movement sounds
Yesterday
Add ammo display deploy fade-in
Yesterday
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
Yesterday
rebaked powerlines LOD2 textures
Yesterday
actually include emissive for alex m
Yesterday
updated textures inc emissive for alex m
Yesterday
merge from deep_sea
Yesterday
cake entity fix and krieg shotgun updates
Yesterday
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Yesterday
bug fixes
Yesterday
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
Yesterday
merge from deep_sea
Yesterday
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
Yesterday
Fixed rad volumes still spawning on the exit side of the deep sea
Yesterday
Merge from parent
Yesterday
merge from naval_update
Yesterday
update to lr300 viewmodel with right hand mag release
Yesterday
Fixed Spot with inaccurate colliders on cargoship
Yesterday
Wetsuit repose
Yesterday
base (vanilla) techtree pass
Yesterday
Some prevent movement blockers for falling weapons in large oilrig
Yesterday
Space LR300 - updated WM and LODs with right hand magazine catch
Yesterday
easier traversal on stairs in WTP
Yesterday
glass surface type > glass small on security towers