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131,594 Commits over 4,262 Days - 1.29cph!

Today
S2P all
Today
Fixed tarp clipping (supplies barge) and table clipping (food market barge) and ran S2P on FC 1 - 4
Today
Reverting shadow bias change for this patch to see if it was the cause of the checkerboard shadow bug on AMD GPUs
Today
Space LR300 - adjusted worldmodel position, weapon rack pegs
Today
Moved floating rubble in FC1 that prevented boat docking
Today
Added purple light material variant and applied to light props in supplies barge
Merge from naval_update
Merge from naval_update
Today
fixed cover prop on trawler_D shifting locations
Merge from naval_missions
Today
removed rendererbatch from cardboard_boxes set fully - may require S2P
Today
WIP scrap box blockout tests (committing as need to move branches)
Today
smoother stairs movement
Today
cherrypicking 131909 rowboat_outboard_collider_issues & 131947 primitive_colliders (was only merged to aux)
Today
Merge from naval_update
Today
Fix casino npc not hooked up to vending machine S2P all floating cities
Today
Adjust scale of deep sea ghost ship markers
Today
Fixed warning spam on space LR
Today
Merge from lr_canvas_rework
Today
Hooked up low ammo and burst indicators
First loot pass on AI PTBoat and RHIB. Still ass but its way more organised than before
Remove icons that generated in the main folder
Compile fixes - moved FOV stuff from SERVER to CLIENT
naval_update -> mountedturrets_fixes
Show a toast when trying to reload a turret without any 5.56 in your inventory
Search range changes: Pt boat -> 300 RHIB -> 200
Today
Lerp fov in and out when reloading the turret
Wrap is invisible check in a server block
Today
Tweaked FOV multiplers
Add extra targetting system to mounted weapon AI: - Allows turet AI to target the same target as the boat provided they dont have one - Same distance checks as standard target pickup
Today
Reduce the camera fov a little bit when mounted to the rear turret, to fix the mesh clipping in the camera
Today
Added PTboat mounted turret dry fire effect
ai_boats_fixes -> naval_update
Today
Gloves leather, Dracula Mask, prisoner hood, jumpsuit waterwell repose
Today
Reduce vine material displacement strength
Today
cannon balance, cannon bunker loot
Today
First pass on overhauling the space LR readout to work with regular renderers and not canvases as canvas world space rendering completely breaks down at world edges and in the deep sea Baked out a texture for the LCD font, made a material and quad per digit
Today
Updated test list to include all the latest naval entities Exclude all boat building blocks from raiding tests (boat building blocks do not take damage from rockets)
Compile fixes (2)
Compile fixes
Fix turret aiming freeze: server rotation loop never executed in client-authority mode Server movement logic was incorrectly disabled when _clientAuthority = true, preventing _worldYaw/_worldPitch lerp, clamping, pivot rotation, and snapshot updates. Fixed by: - Making server apply rotation unconditionally in Update() - Corrected HasServerAuthority to always true for rotation authority - Clamping turret-space yaw/pitch at SetTargetAngles - Ensuring server snapshot updates execute consistently - Client authority now only supplies target angles — server still owns movement Eliminates turret freezing, desync, and clamping bypass issues.
Today
Rebase on /main
Today
add some more debug info to TransformMemory
Today
Merge from naval_update
Today
Scientists mounted on pt boat turrets cannot target invisible players
Today
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Today
Removed a dupped check in OnTick
Today
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
Today
Fixed scientist boats turning their engine on and off repeatedly when ai.move is false
Don't error log about out of bounds if mission has no rewards, just return