reporust_rebootcancel

129,135 Commits over 4,232 Days - 1.27cph!

Yesterday
scientist_boats_improvements_3 -> naval_update
Yesterday
S2P Launch site to apply previous "pauseUntilLooted" changes
Yesterday
Enable pauseUntilLooted in powerplant S2P
Yesterday
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
Yesterday
updated prefab scale and added positonal offset
Yesterday
Implement fuse for cannon firing
Yesterday
boombox anim updates
Yesterday
Pull towards the centre the further out the boats are in the deepsea
Yesterday
audio files import and floating walkway audio set up
Yesterday
Updated model for tactical gloves
Yesterday
merge from Minifridge_IndustrialAdapter
Yesterday
Jacket snow repose
Yesterday
Lowered the industrial adapter socket so its not floating above the fridge when deployed
Yesterday
merge from naval_update
Yesterday
Merge from parent
Yesterday
exported updated chainsaw harvesting anims and slight edit of vm admire camera
Yesterday
prefab update
Yesterday
prefab update
Yesterday
Avoid AI mounted weapon controller sometimes targetting other NPCs
Yesterday
- Add boat ai avoidance volumes to tropical 1-4 - S2P
Yesterday
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
Yesterday
building planner texture update with new graphics
Yesterday
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
Yesterday
naval_update -> scientist_boat_ai_improvements_3
Yesterday
turret_head_animations -> naval_update
Yesterday
▄▊▋▋█ ▊▅▌ ▌▍ ▍▅█▌▄▄_▅
Yesterday
▍▌▉▉▋▇█ ▌▄ ▋▉█▇▋▌ ▆▊█▊▆▅ ▋▊▇▌, ▇▆▅ ▅▇▊▅▊ ▊▅▅▊▌▉█ ▄▄ █▊▌▍▄ ▉▇▌▅▌▍ ▆▆▅▆▅▊, ▇▅▆
Yesterday
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Yesterday
Merge: from main
Yesterday
Adjust rhib scientists HP
Yesterday
More oil rig boat ai avoidance layer adjustments
Yesterday
Update to rear 50cal character position + timing changes on front 50cal weapon anims
Yesterday
rocket launcher rpg despawn set
Yesterday
Fixed some indirect lighting issues with the lit shader in RRP
2 Days Ago
delete phantom minifridge icon in root
2 Days Ago
fixed animated camera issues
2 Days Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
2 Days Ago
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
2 Days Ago
merge from cargo_egress_fix
2 Days Ago
Fixed cargo still able to go through oil rig when egressing
2 Days Ago
bug fix's for a selection of player update 3p animations
2 Days Ago
Remove scrap cost from io table to bring in-line with workbench
2 Days Ago
Clatter helmet repose
2 Days Ago
merge from green_hazmat Steamunlock - todo
2 Days Ago
Texture size optimization.
2 Days Ago
Merging main branch to fpbuild_jenkins
2 Days Ago
Profiling
2 Days Ago
Merge: from spectate_dontfloodsnapshots - Bugfix for occlusion not destroying all players in UsePlayerUpdateJobs 2 mode Tests: 2p on craggy - used hill as obstruction, checked entity lists on both clients in editor
2 Days Ago
Bugfix: UsePlayerTasks - calculate end of batch correctly in SendEntityDestroyMessages_AsyncState This was causing server occlusion to skip sending some of destroy commands (from last batch), leaving a phantom player Tests: on Craggy went on behind hill, then checked editor entity list - confirmed that replicated players got removed on both ends
2 Days Ago
merge from minifridge lighting and techtree - todo