reporust_rebootcancel

158,845 Commits over 4,597 Days - 1.44cph!

10 Months Ago
merge from main
10 Months Ago
audio volume changes
10 Months Ago
Include count of total amount of warnings and errors after the manifest finishes generating
10 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
10 Months Ago
merge from main -> fix_manifest_errors
10 Months Ago
Merge: from main
10 Months Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
10 Months Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
10 Months Ago
Deployable limit convar wip
10 Months Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
10 Months Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
10 Months Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
10 Months Ago
fixed paintable window collision - thanks elliot.
10 Months Ago
Handle NRE inside NPCAnimController.DoPrepare()
10 Months Ago
added new sounds to the modular boat steering creaks
10 Months Ago
pt_boat_turret_full_reload -> main
10 Months Ago
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset - Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
10 Months Ago
repositioned paintable window collision
10 Months Ago
Replaced deep sea Gatorade® with Ocean Water. (Not final)
10 Months Ago
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
10 Months Ago
Item list fixes and optims
10 Months Ago
Merge from naval_update
10 Months Ago
Merge from naval_missions
10 Months Ago
Codegen Increase max distance on tutorial mission 8 position generator
10 Months Ago
frame painting resolutions based on current frames
10 Months Ago
Merge from naval_update
10 Months Ago
- Always check if a player can accept the mission before assigning it - MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity - Fixes for registering tutorial pings on SpeakWith objective type - Don't try to save the dialogue graph if in play mode
10 Months Ago
Merge from main
10 Months Ago
Fixed RobotoMono base material
10 Months Ago
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10 Months Ago
merge from naval_update
10 Months Ago
Fixed colliders, bounds and minigame for palm_tree_tropical_small_a and palm_tree_tropical_med_b
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
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10 Months Ago
Fixed TreeEntityEditor not inheriting from BaseEntityEditor Fixes bounds handles and manifest info not working properly for tree prefabs
10 Months Ago
Debug mesh finder tool for painting
10 Months Ago
Fixed palm_tree_tropical_short_d colliders
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
SKS skinnable correct material order, and also set icon values up correctly and re-rendered icon as they had been lost
10 Months Ago
appended tools box to the storage adaptor allow collision group list
10 Months Ago
ran manifest, icon manifest and localization
10 Months Ago
tools box prefab created
10 Months Ago
tools box item created icon created, matrix model added
10 Months Ago
tools box file struct
10 Months Ago
food box repair and pickup updated
10 Months Ago
Force update sleeping bag map markers when toggling deep sea map layer
10 Months Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
10 Months Ago
Horse mask initial model/materials/prefab
10 Months Ago
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities