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131,919 Commits over 4,262 Days - 1.29cph!

44 Days Ago
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44 Days Ago
merge from main -> industrial_pipe_batching
44 Days Ago
merge from optimize_reduce_dynamic_occlusion -> main
44 Days Ago
merge from naval_update/deep_sea/billboards
44 Days Ago
Dont try and set navigator, we dont have one
44 Days Ago
Floor.triangle health 100->25 Floor health 200->50 hull square health 200->75 hull triangle health 100->25 wall.doorway health 200->50 wall.low.barrier health 100->25 wall.low.cannon health 100->25 wall.low health 100->25 wall.window 200->50 wall health 200->50
44 Days Ago
Compile fixes
44 Days Ago
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
44 Days Ago
engine and storage audio files imported
44 Days Ago
PT boat engine sounds imported and implemented and storage imported
44 Days Ago
naval_update -> scientist_boat_fixes_3
44 Days Ago
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
44 Days Ago
Mark ladder as static when parented to building block
44 Days Ago
bug fixes and seagulls added
44 Days Ago
Added billboards for the deep sea islands that can be seen from the mainland Fixed mainland portal position when in the deep sea
44 Days Ago
Material reduction and optimisation in some floating walkway kit pieces
44 Days Ago
Added repair bench to playground.player for easier skin testing
44 Days Ago
Candle Hat repose
44 Days Ago
- updated hazmat wm lods - added wm prefabs, meshes and updated item prefab for: - hide halterneck - hide skirt - hide vest - hide poncho - hide pants
44 Days Ago
merge from playable_fixes
44 Days Ago
Folder Renaming for flare refresh.
44 Days Ago
Disable terrain culling by default
44 Days Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
44 Days Ago
- Fix inaccuracies in terrain culling raycast - Fix terrain culling issues around terrain holes - Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use - Make the first culling layer (LOD/Distance) respect the instance occupation mask - Add `terrain.debug` command to visualise how the culling system sees the terrain height map - Fine tune `tc_max_iterations` to 512
44 Days Ago
Burlap Headwrap repose
44 Days Ago
Set small ramp collider layer to Vehicle world, solves some clipping issues
44 Days Ago
hull_square and hull_triangle cleanup. Add profiling to CacheParts
44 Days Ago
PT Boat Fuelbox and mesh update
44 Days Ago
Instance bucket helmet from fbx
44 Days Ago
Bucket helmet repose
44 Days Ago
Applied ServerCull to all boat building blocks where required to strip a bunch of gameobjects server side
44 Days Ago
Boonie hat repose
44 Days Ago
Merge from parent
44 Days Ago
Remove unncessary vehicle seats/mount point spawning
44 Days Ago
PT Boat collision fix and Fuelbox addition
45 Days Ago
Massive changes and rewrites to player model: - Rewrite all animator calls as _animationControllerPlayable where needed - Seems to work - Finally stopped the warnings and the errors
45 Days Ago
Update: minor ServerProfiler function filtering adjustment - built from b90a83e5 Was annotating everything from SubGrid, instead of ignoring everything Tests: unit tests
45 Days Ago
GetPlayerBoats can now see boats clientside.
45 Days Ago
Updating 50 cal single rig
45 Days Ago
Front 50cal animation polish pass
45 Days Ago
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
45 Days Ago
Removed extra obsolete LODgroup from mannequin prefabs
45 Days Ago
Fix menu player being borked - dont need playables there
45 Days Ago
playables_fixes -> naval_update
45 Days Ago
Updated Rear Single 50 Cal Model to fix shading error
45 Days Ago
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
45 Days Ago
playables_fixes -> naval_update
45 Days Ago
Fix hold poses being screwed
45 Days Ago
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one