reporust_rebootcancel

131,084 Commits over 4,232 Days - 1.29cph!

Yesterday
wip deepsea transition grace period
Yesterday
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
Yesterday
Regen tropical 1 mesh chunks
Yesterday
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Yesterday
- Lerp properly - Dirty system - CLeanup fire system
Yesterday
merge from oilrig_boats
Yesterday
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
Yesterday
Small Engine lighting & FX
Yesterday
Large oil rig do not spawn PT boats, only rhibs
Yesterday
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
Yesterday
Now rename them so they match the order they get dynamically set to
Yesterday
Rename buoyancy transforms so I can tell which side is which
Yesterday
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Yesterday
Can now specify a list of items that will get destroyed on boath death. Added embrasures. Don't instantly break doors/windows/embrasures on boat death, wait 15 seconds.
Yesterday
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Yesterday
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Yesterday
Compile fix
Yesterday
- Reroute reload to just play on receiving the RPC, simplifies everything and it lines up the animation better (prevents that offset bug where the turret would play offset to the player reload animations) - Resetup the power bar
Yesterday
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.
Yesterday
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
Yesterday
Merge from ptboat_lightingfx
Yesterday
Finalized
Yesterday
Remove ramp sockets from hulls
Yesterday
Fixed Get Network Time compile error
Yesterday
Revert hull_square, fucked it.
Yesterday
Mege from parent
Yesterday
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Yesterday
merge from boat_building
Yesterday
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Yesterday
Fixed scientist boat groups accumulating near large oil rig after puzzle resets
Yesterday
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Yesterday
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Yesterday
Scene2prefab on all floating cities
Yesterday
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Yesterday
casino creak sounds and volume changes
Yesterday
Fixed boat scientist all sleeping when the boat driver dies
2 Days Ago
Casino barge optimization / culled the entire exterior of the casino barge when you get inside Split the casino prefab into two, so that bottom half of the casino that you can't see gets culled when you get inside Various lighting optimizations
2 Days Ago
Optimized several light prefabs used in the casino / reduced number of bounce lights they use
2 Days Ago
Play codelock effects/sounds for steering wheel
2 Days Ago
boat steering anim update
2 Days Ago
single 50cal turret mount/dismount changes
2 Days Ago
merge from space_checking_ore_spawners -> main
2 Days Ago
- Client auth with server validation (server auth and client prediction doesnt work for waves) - New setup for handling input validation - Setup force system for updates - Cleanup and remove some of the bloat thats developed
2 Days Ago
Changed modding lootables ore spawners to ensure there are no deployables/construction objects in their space before spawning. - Added duplicate prefabs with suffix _nsc that do not have this check, for those who do not want this new functionality
2 Days Ago
Diving Mask repose
2 Days Ago
Space LR300 - updated worldmodel with LODs
2 Days Ago
Implement player boat code lock entry blocking after too many incorrect guesses.
2 Days Ago
Fixed spawnislandhere, spawnghostshiphere and spawnfloatingcityhere commands not triggering EntityParentSettings
2 Days Ago
Do not save the boats spawned by ghost ship hackable crates
2 Days Ago
merge from hackablecrate_boats_fix