reporust_rebootcancel

134,476 Commits over 4,293 Days - 1.31cph!

13 Minutes Ago
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17 Minutes Ago
Merge from artist_pack_dlc
17 Minutes Ago
Fix paintball impact decals sometimes using generic bullet impacts Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.
21 Minutes Ago
Terrain renderer editor script
23 Minutes Ago
Add terrain testing scene
26 Minutes Ago
Add mesh spawn debug option
44 Minutes Ago
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44 Minutes Ago
merge from main
45 Minutes Ago
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45 Minutes Ago
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57 Minutes Ago
Merge from water_junkpile_climb_fix_again
58 Minutes Ago
Remove ladder volumes from floating junkpiles Add a new prevent movement volume extending underneath each wooden pallet collider by about 1m Prevents players getting stuck underneath junkpiles and makes them much thicker, making the jump out of water check more reliable
1 Hour Ago
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
1 Hour Ago
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
1 Hour Ago
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
1 Hour Ago
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
2 Hours Ago
Merge from main
2 Hours Ago
Make "Fire" take 2.5 seconds - shorten cooldown from 4 -> 2 seconds to compensate - using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one Keep setting up prefab - enable repair - set max health - reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
3 Hours Ago
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3 Hours Ago
merge from main/naval_update
4 Hours Ago
HorseMask setup
4 Hours Ago
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Merge from naval_update
Merge from naval_missions
Merge from naval_update
Merge from main
Fix some weirdness with how missions were first getting loaded from player state on player entered game Expand log if loaded objective count data is wrong
Today
6 million microadjustments to the sky/weather to compensate for the black crush fix.
Today
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
Today
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
Today
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
Today
Fixing more rotational errors
Today
Fixing rotational errors for gesture anims
Today
talking animation polish pass
Today
Merge: from main
Today
pt boat engine audio loop tweaks
Fix issues with clearing missions when resetting player state
Today
Another attempt at fixing npcs going through tropical ruins doors
Today
merge back updated tropical1
Today
Adding v4 fall anim
Today
Added additional data to the shadow preset performance results
Today
fix balloon LOD not dynamic (text disappearing on boats)
Today
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
Today
3p handcuff captive holdtype override controller and anims updated
Today
Adding v4 door kick anim
Today
Rebake trop1
Today
merge from naval_update
Today
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Today
Adding mixamo to v4 anim transfers
Today
Fix some traces not being added in the correct category of the npc visual debugger