reporust_rebootcancel

131,105 Commits over 4,232 Days - 1.29cph!

Today
Merge from island_scenes
Today
Merge from parent
Today
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Today
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
Today
Redo confetticannon.deployed renderer simplification
Today
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
Today
Merge from mute_dialog_warning_fix
Today
Merge from heli_fixcars_changes_2
Today
Merge from cargoship_updatemovement_nre_fix
Today
Merge from deleteentitiesbyshortname_fix
Today
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now) assign base defs to some of the floating city ambience zones
Today
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
Today
Fix MountedWeaponSeat client compile error
Today
Small ramp will stop if it detects a blockage on the construction layer
Today
Use no displacement version of ground plants for floating city pot plants
Today
Add a vehicle world collider to the plank
Today
Fixed some floating city colliders with negative scale, S2P all of them
Yesterday
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale
Yesterday
- Re-setup, will need wes to fix the rest
Yesterday
naval_update -> Cannon_Animation
Yesterday
Add reset trigger support
Yesterday
pt_boat_polish_pass_2 -> naval_update
Yesterday
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from deepsea_generation_tweaks
Yesterday
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
Yesterday
- Setup new attack effect on front + rear turret - Added and wired up lights to pt boat (ai wil auto do this) - Added and wired up lights to turret
Yesterday
S2P + HLOD all floating cities
Yesterday
Merge from floating_cities (stomped prefabs, will need to S2P)
Yesterday
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
Yesterday
Remove boat door from tutorial
Yesterday
Tweaked deep sea generation, entities are more clustered
Yesterday
merge from naval_update
Yesterday
merge from boat_building
Yesterday
compile fix
Yesterday
Merge from extended_decay
Yesterday
Reset decay when converting to editable
Yesterday
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Yesterday
WIP on standardized object health display conditions
Yesterday
Add BoatBuildingBlockDecay.DecayDelayMinutes. Delay boat building block decay by 30 minutes.
Yesterday
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Yesterday
Add BoatBuildingBlockDecay derrived class of BuildingBlockDecay. Add BoatBuildingBlockDecayDurationMultiplier convar. Boat building block decay duration doubles the standard decay by default. Replaced BuildingBlockDecay with BoatBuildingBlockDecay on all player boat building block prefabs.
Yesterday
naval_update -> pt_boat_polish_pass_2
Yesterday
Added "hull" to name check for isFoundation in BuildingBlockDecay
Yesterday
Scene2prefab
Yesterday
Fixed mounting issues on sofa in the casino
Yesterday
Boat damage cooldown fix
Yesterday
Finishing building via steering wheel now correctly runs the same clientside validations and toasts as finishing via the BBS
Yesterday
merge from main/naval_update
Yesterday
Optimized improvised walkway LOD2 meshes (support variants only)