reporust_rebootcancel

135,650 Commits over 4,474 Days - 1.26cph!

9 Months Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
9 Months Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
9 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
9 Months Ago
Merge from parent
9 Months Ago
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
9 Months Ago
Baseline from hackweek prototype
9 Months Ago
Merge from map_work
9 Months Ago
Merge from small_ramp
9 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
9 Months Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
9 Months Ago
Paintball Gun - updated blockout mesh after animation feedback
9 Months Ago
Null check playable graph when setting animator controller
9 Months Ago
merge from playable_fixes
9 Months Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
9 Months Ago
Merge from boat_building
9 Months Ago
Merge from health_rework
9 Months Ago
Fixes
9 Months Ago
scientist_boat_fixes_3 -> naval_update
9 Months Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
9 Months Ago
Projectiles
9 Months Ago
scientist_boat_fixes_3 -> naval_update
9 Months Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
9 Months Ago
merge from buoyancy_deepunderwater_fix
9 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
9 Months Ago
Fix playable graph IK issues
9 Months Ago
scientist_boat_fixes_3 -> naval_update
9 Months Ago
Retain group id between saves
9 Months Ago
fixed clip check
9 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
9 Months Ago
added physic impact sounds for the PT boat
9 Months Ago
scientist_boat_fixes_3 -> naval_update
9 Months Ago
stupid pooling fix
9 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
9 Months Ago
merge from ai_vehicle_clipping_check_optim
9 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
9 Months Ago
merge from naval_update/deep_sea
9 Months Ago
Applied prefabs. Dummy coord fixes.
9 Months Ago
Re-route setting animator states to playable animation controller
9 Months Ago
scientist_boat_fixes_3 -> naval_update
9 Months Ago
Compile fix
9 Months Ago
scientist_boat_fixes_3 -> naval_update
9 Months Ago
Fix margin check in wander state
9 Months Ago
Support boat debug ddraw convars on server
9 Months Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
9 Months Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
9 Months Ago
Disabled deep sea portals debug by default
9 Months Ago
Give a whole second before spawning scientists
9 Months Ago
merge from naval_update
9 Months Ago
merge from industrial_pipe_batching -> main
9 Months Ago
merge from npc_PlayerSyncCycle_optim