reporust_rebootcancel

128,801 Commits over 4,232 Days - 1.27cph!

19 Days Ago
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
19 Days Ago
merge from vclouds_amd_seam_fix
19 Days Ago
fix vertical seam in vclouds weather map on AMD
19 Days Ago
merge from ui_overhead_optims
19 Days Ago
Fixed shockbyte popup icons not being marked as dynamic
19 Days Ago
merge from main
19 Days Ago
fixed issue with metal detector anims
19 Days Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
19 Days Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
19 Days Ago
merge from naval_update/deep_sea
19 Days Ago
Codegen
19 Days Ago
More deep sea logs Added tree count to deepsea.printentitycount
19 Days Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
19 Days Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
19 Days Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
19 Days Ago
Mesh fixes and tweaks for the CH47 casino variant
19 Days Ago
collision fixes on barge oil rig legs prison security tower
19 Days Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
19 Days Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
19 Days Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
19 Days Ago
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19 Days Ago
Chinook avoids the deep sea side when randomising its spawn position
19 Days Ago
merge from shore_vectors
19 Days Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
19 Days Ago
Editor force on helicopter compile fix
19 Days Ago
RPG7 - Texture & material update, icon
19 Days Ago
rpg skin vm animations edited
19 Days Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
19 Days Ago
un-gate indirect instancing for testing purposes
19 Days Ago
Fix build by scrapping the function pointer idea.
19 Days Ago
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
19 Days Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
19 Days Ago
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19 Days Ago
merge from physics_pass_two
19 Days Ago
playerboat wavePID balance
19 Days Ago
merge from editor_force_on_helicopter - resolved merge conflict
19 Days Ago
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19 Days Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
19 Days Ago
Merge: from main
19 Days Ago
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
19 Days Ago
merge from fishing_village_collider_fix_fix
19 Days Ago
19 Days Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
19 Days Ago
improve transform access in correction forces
19 Days Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
19 Days Ago
edited rpg skin 3p reload anim
19 Days Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
19 Days Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards