reporust_rebootcancel

127,452 Commits over 4,201 Days - 1.26cph!

3 Days Ago
merge from fix_ghost_ship_parenting -> naval_update
3 Days Ago
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
3 Days Ago
merge from vclouds_amd_seam_fix
3 Days Ago
fix vertical seam in vclouds weather map on AMD
3 Days Ago
merge from ui_overhead_optims
3 Days Ago
Fixed shockbyte popup icons not being marked as dynamic
3 Days Ago
merge from main
3 Days Ago
fixed issue with metal detector anims
3 Days Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
3 Days Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
Codegen
3 Days Ago
More deep sea logs Added tree count to deepsea.printentitycount
3 Days Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
3 Days Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
3 Days Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
3 Days Ago
Mesh fixes and tweaks for the CH47 casino variant
3 Days Ago
collision fixes on barge oil rig legs prison security tower
3 Days Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
3 Days Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
3 Days Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
3 Days Ago
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3 Days Ago
Chinook avoids the deep sea side when randomising its spawn position
3 Days Ago
merge from shore_vectors
3 Days Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
3 Days Ago
Editor force on helicopter compile fix
3 Days Ago
RPG7 - Texture & material update, icon
3 Days Ago
rpg skin vm animations edited
3 Days Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
3 Days Ago
un-gate indirect instancing for testing purposes
3 Days Ago
Fix build by scrapping the function pointer idea.
3 Days Ago
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
3 Days Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
3 Days Ago
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4 Days Ago
merge from physics_pass_two
4 Days Ago
playerboat wavePID balance
4 Days Ago
merge from editor_force_on_helicopter - resolved merge conflict
4 Days Ago
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4 Days Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
4 Days Ago
Merge: from main
4 Days Ago
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
4 Days Ago
merge from fishing_village_collider_fix_fix
4 Days Ago
4 Days Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
4 Days Ago
improve transform access in correction forces
4 Days Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
4 Days Ago
edited rpg skin 3p reload anim
4 Days Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel