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130,355 Commits over 4,232 Days - 1.28cph!

Yesterday
Simplified collision on some floating walkway pieces, switched to box colliders
2 Days Ago
wall frames and floor frames models and prefabs setup fixed double gibs on ramps
2 Days Ago
naval_update -> pt_boat_turrets
2 Days Ago
cherry picking from turret_animation_alignment_fix
2 Days Ago
turret_animation_alignment_fix -> naval_update
2 Days Ago
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
2 Days Ago
fixed some broken steam id issues on xmas wallpaper
2 Days Ago
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
2 Days Ago
assigned xmas2025 wallpapers new steam ids as the old ones are now in use
2 Days Ago
merge from deep_sea
2 Days Ago
Removed the fat sphere collider enclosing the casino in floating city 4 S2P
2 Days Ago
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
2 Days Ago
Added floating city 4 to the deep sea
2 Days Ago
merge from naval_update
2 Days Ago
Reindeer antlers headband reposed
2 Days Ago
Set deep sea wipe cooldown default to 1 hour (was 2)
2 Days Ago
Reposed Outbreak Scientist
2 Days Ago
Merge from parent
2 Days Ago
merge from main, will need to re run skins
2 Days Ago
Changing lr300 space skin settings to fix splitting of mesh in fbx
2 Days Ago
christmas wallpaper textures and material
2 Days Ago
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
2 Days Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
2 Days Ago
Deepsea biome support for FoliageGrid/FoliagePlacement compute
2 Days Ago
Possibly fixed cannon getting rotated when mounting while it's parented to something
2 Days Ago
- Minor polish pass on some front turret behaviour - Restored AI on rear turret, front turret still needs a little work so I can't merge yet
2 Days Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
2 Days Ago
Removed old ballista colliders on cannon
2 Days Ago
- Fully client predict the front turret (new system allows me to get away with this) - Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise) - Restored seat updates
2 Days Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
2 Days Ago
Rewrote the reload system
2 Days Ago
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
2 Days Ago
Strip back all of the turret code: - Simpler prediction/reconcilliation - Got everything back to working again (except reloads) - Support for both turret types as usual
2 Days Ago
birthday balloon sounds
2 Days Ago
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
2 Days Ago
merge from fix_cui_update_texture -> main
2 Days Ago
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
3 Days Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
3 Days Ago
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
3 Days Ago
- Lerp state rather than trying to force it (feels way better to aim with) - Only calculate time different once (states times dont line up) - Store states in local time instead - Of course we have to add the time difference offset (in order to find the right state), not take away
3 Days Ago
Remove a fog of war log
3 Days Ago
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
3 Days Ago
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
3 Days Ago
Don't reconcile with present states
3 Days Ago
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
3 Days Ago
merge from deep_sea -> deep_sea/island_scenes
3 Days Ago
add another variable to balloon text for correcting pivot displacement from vertical rotation
3 Days Ago
Lumberjack hazmat repose/lods
3 Days Ago
Send right first server snapshot time
3 Days Ago
Only show crosshair when not using sights (front turret)