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128,713 Commits over 4,201 Days - 1.28cph!

11 Days Ago
Walkway optimization / reduced LOD distances, made some modules cull faster, disabled shadowcasting on some small modules where it made sense
11 Days Ago
Increase deep sea terrain distance from 600m -> 750m
11 Days Ago
seat changes
11 Days Ago
Rear turret reload animation actually walks up to the rear turret rather than having fixed feet Fix issues with the turret rotation not being set to 0,0
11 Days Ago
One shot animation system changes: Fix incorrect full body mask Make additive argument actually do something Enable/Disable leg animator rather than just blending weights StopCurrentOneShot will nuke any previous running coroutines
11 Days Ago
Moved farm vendors up to prevent clipping through floor
11 Days Ago
Bugfix: AnalyticsV2 - only recycle auth tickets if not consumed them - Added extra checks for early steam shutdowns Previously we would eagerly cancel tickets, which is not api-appropriate. Now only doing so if either an exception occured or we're in dry-run mode Tests: ran unit tests. Still can't catch why auth ticket is sometimes null on shutdown
11 Days Ago
Merge from boat_building
11 Days Ago
Auth placement/building fix
11 Days Ago
Fixed zfighting planks in supplies barge. Fixed floating cloth and some prop alignment in FC2 and ran S2P. Added wheel to small refinery; both deployed and static version
11 Days Ago
Fixed floating island map marker text not marked as non static
11 Days Ago
merge from main
11 Days Ago
merge from ui_overhead_optims
11 Days Ago
Fixed a bunch of scaled texts not marked as non static - main menu workshop dropdown items - vendor listings - shockbyte modal
11 Days Ago
Merge from parent
11 Days Ago
script updated mesh
11 Days Ago
merge from main
11 Days Ago
Revert cargo global network group to Default (from MainIsland)
11 Days Ago
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
11 Days Ago
Codegen
11 Days Ago
Add Hand IK targets (disable when reloading) Fix front turret flapping around Fix front turret being able to clip into the floor of the boat Move player slightly further away from rear turret
11 Days Ago
primitive large lootbag halloween loot update
11 Days Ago
Disable MarkAttackerHostile on 20 static entitites found in floating cities
11 Days Ago
Fix hips staying locked when moving the turrets up and down
11 Days Ago
naval_update -> pt_boat_2
11 Days Ago
paintball_hopper uv tests
11 Days Ago
Merge from main
11 Days Ago
Paintball Gun - Blockout mesh and materials
11 Days Ago
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
11 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
11 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
11 Days Ago
Merge from main
11 Days Ago
Merge from island_scenes
11 Days Ago
Add compass marker for leaving the deep sea
11 Days Ago
Fixed beach chair on tropical island 1 pickupable
11 Days Ago
Add images for the other tropical islands
11 Days Ago
Merge from parent
11 Days Ago
Merge from floating_cities
11 Days Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
11 Days Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
11 Days Ago
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
11 Days Ago
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
11 Days Ago
Merge from parent
11 Days Ago
Merge from project_hammer
11 Days Ago
Merge from main
12 Days Ago
RPG fx WIP.
12 Days Ago
Muzzle position fix
12 Days Ago
Cleanup
12 Days Ago
Viewmodel render fix.