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132,620 Commits over 4,262 Days - 1.30cph!

2 Months Ago
Compile fix
2 Months Ago
Added prevent movement volumes to casino garbage piles near the bar Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
2 Months Ago
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
2 Months Ago
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
2 Months Ago
2 Months Ago
Added Player and Entity to the Network extensions as well (so the source generator chills) Added so source generator as well
2 Months Ago
Add 4 proof of concept cameras to the cargo ship
2 Months Ago
Fixed cabinet light bleed on these.
2 Months Ago
Can now use BaseEntity and BasePlayer as arguments in RPCs. Automatically evaulated at the other side when read This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
2 Months Ago
Setup to have cargo ship spawn its own static cctv cameras, defined by a point + rotation + point to look at Prevent the cameras inheriting cargos global network group
2 Months Ago
Updating horse riding anims to v4 rig
2 Months Ago
Scene2prefab on all fc variants
2 Months Ago
Simplified casino culling volume setup using custom mesh collider trigger
2 Months Ago
Merge: from voice_when_invis_fixes - Voice chat is now heard by nearby invisible players and spectators Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.
2 Months Ago
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
2 Months Ago
Update: allow invis players to listen to nearby voice - invis players are now tracked in BasePlayer.invisPlayers Tests: 2p on Craggy, 2nd player went invis, host tapped mic - replicated. 2nd player disconencted and reconnected, host tapped mic - replicated
2 Months Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs
2 Months Ago
Boats can't be edited if recently damaged
2 Months Ago
Update: Spectators can listen to voice of spectated and nearby players - Spectators now exclude themselves from EntityGrid Tests: 2p on Craggy, flew away from the island, started spectating player on island and tapped the mic - it came through
2 Months Ago
Set halloween wallpapers ingame icons
2 Months Ago
Added "In Game Icon" field to ItemSkin, allowing us to override the sprite we use in spraycan, crafting and repair bench menus Useful when we want a branded icon in the store but still need a normal item icon to appear in-game. Only applies for skins that do not have proper items, like wallpapers
2 Months Ago
Removed colliders from floor rugs and tarps
2 Months Ago
Find the nearest usable station, not just the first
2 Months Ago
Dock & edit test
2 Months Ago
Cull hackable crate world canvases by distance (around 150m) Its a global networked entity so the canvas was enabled for all players on the map
2 Months Ago
added halloween wallpaper store icons and hooked up to wallpaper skin assets. We will need to fix in-game icons at another date
2 Months Ago
corrected convar bounds
2 Months Ago
corrected physics bounds
2 Months Ago
Rewrite how labels are set in ItemDefinition DoPrepare. No differences in the results, wasnt broken before, just less potential calls to the asset database
2 Months Ago
merge from main
2 Months Ago
merge from rpg_skin
2 Months Ago
merge from naval_update
2 Months Ago
Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
2 Months Ago
Cache entity types list and reuse instead of redoing it every time
2 Months Ago
item description pass
2 Months Ago
Rpg7 viewmodel - Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG - Includes base projectile update script with crosshair options - Set crosshair to be visible when in ADS
2 Months Ago
Merge from parent
2 Months Ago
Updating paintball block out rig
2 Months Ago
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
2 Months Ago
Merge from fog_fixes
2 Months Ago
Fixed some awkward interactions with the underground layer controller and deep sea toggle
2 Months Ago
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
2 Months Ago
merge from fix_portal_clamping -> naval_update
2 Months Ago
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
2 Months Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
2 Months Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
2 Months Ago
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
2 Months Ago
Merge from parent
2 Months Ago
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
2 Months Ago
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