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137,898 Commits over 4,352 Days - 1.32cph!

5 Months Ago
fixed static tarp materials having wind enabled
5 Months Ago
material simplifications on temperate_portacabin_building_300_600
5 Months Ago
Merge from naval_update
5 Months Ago
- Fix deep sea map marker jitter - Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
5 Months Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
5 Months Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
5 Months Ago
shadow proxy mesh for smallOceanWreckBuoy
5 Months Ago
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
5 Months Ago
made ProceduralMapEmpty more empty
5 Months Ago
merge from main
5 Months Ago
Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
5 Months Ago
merge from rpg_storepage
5 Months Ago
merge from deepsea_terraintexturing_leak
5 Months Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
5 Months Ago
Updated RPG store video
5 Months Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
5 Months Ago
RPG steam icon
5 Months Ago
Fixed RPG store page using the wrong atlas
5 Months Ago
HeavyPlatePants repose/lods
5 Months Ago
HeavyPlateJacket repose/lods
5 Months Ago
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
5 Months Ago
merge from engine_improved_fuel_access
5 Months Ago
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
5 Months Ago
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
5 Months Ago
merge from floating cities
5 Months Ago
merge from naval update
5 Months Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
5 Months Ago
Merge from parent
5 Months Ago
fixed paddling pool static and its water plane not culling adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables ridiculous spinner wheel dropbox drawing distances fixed arcade machine static, bunch of optims
5 Months Ago
Merging main to main/fpbuild_jenkins
5 Months Ago
Updating flare rig joints
5 Months Ago
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5 Months Ago
FC barge 3600/4200 shadow proxies
5 Months Ago
disabled shadow casting on some outliers from floating walkways set prefabs
5 Months Ago
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5 Months Ago
Merge from main_merge_31_oct_try_again
5 Months Ago
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
5 Months Ago
Fixed wonky 3P chainsaw orientation.
5 Months Ago
Merge from shiplighting
5 Months Ago
Merge from foliage_instancing
5 Months Ago
Merge from (parent) naval_update.
5 Months Ago
Added lighting to the 4 variants with bespoke tweaks.
5 Months Ago
Spotlight.on.cool flare tweak.
5 Months Ago
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
5 Months Ago
Merge from main (deeply cursed merge) Manual changes in: GameManifest-Generate.cs CopyPaste.cs BaseNetworkable.cs BaseEntity.server.cs - could not merge at all, ran text merge GeneralEditorPrefProvider.cs - could not merge at all, ran text merge GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
5 Months Ago
Merge from foliage_swap
5 Months Ago
Merge from main
5 Months Ago
Override the lerp, not the position
5 Months Ago
Add rotateAroundMuzzlePoint slider to ViewmodelSway component Add a overrideSwayOriginPoint field, can be used to modify the other side of the sway lerp (overrideSwayOriginPoint -> muzzlePoint with rotateAroundMuzzlePoint lerp value)
5 Months Ago
Removed swimScale and swimSpeed from riflebullet and snowballgunbullet Projectiles as it was contributing to trajectory mismatch projectile invalids