reporust_rebootcancel

130,065 Commits over 4,232 Days - 1.28cph!

7 Minutes Ago
Remove a fog of war log
34 Minutes Ago
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
52 Minutes Ago
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
1 Hour Ago
Don't reconcile with present states
1 Hour 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
2 Hours Ago
merge from deep_sea -> deep_sea/island_scenes
2 Hours Ago
add another variable to balloon text for correcting pivot displacement from vertical rotation
3 Hours Ago
Lumberjack hazmat repose/lods
3 Hours Ago
Send right first server snapshot time
3 Hours Ago
Only show crosshair when not using sights (front turret)
4 Hours Ago
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12
4 Hours Ago
merge from boat_building
4 Hours Ago
Merge from parent
4 Hours Ago
Add Assets\Plugins\crosstales back (minus voice plugin folder)
5 Hours Ago
Add text to both sides of balloons
5 Hours Ago
Merge from parent
5 Hours Ago
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
5 Hours Ago
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
5 Hours Ago
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
6 Hours Ago
Update for line spacing, text sizes, text colour, and small tweaks for balloons
6 Hours Ago
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
Extra protection to on cl_attack and on cl_reload
Today
Paintball Gun - texture update
Today
Reposed barrel and crate wearables
naval_update -> pt_boat_turrets
scientist_boat_ai -> naval_update
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
Today
merge from naval_update
scientist_boat_ai -> naval_update
Ensure front turret is playing the front turret animation
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
Today
merge from naval_update/deep_sea
Today
Change tip wording.
Today
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Today
Fixed debug portal renderer being visible with the convar off
Today
Small engine skinning fix
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
Only try and ram occasionally
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug - try spawning boats lower in the water plane - spawn relative to the correct water height (including waves)
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn) - Better boat positioning - Add more bouyancy points to the pt boat (rear was a nightmare) - Wake up the boats from further away - Convar to spawn boat groups together
Today
Set default EditFinishUseInterval to 1 second.
Today
Frog boots repose
Only fill fuel to 50
Evaluate water height at water positions and spawn y at that rather than possibly under water
Today
Npc aim refactor progress
naval_update -> scientist_boat_ai
Today
Check textures for null in ApplyMipLevels()
Today
Check textures for null in ApplyMipLevels()
Today
Merge Indirect Instancing Fixes
Today
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state