reporust_rebootcancel

132,507 Commits over 4,262 Days - 1.30cph!

27 Days Ago
Move displacement manager to FoliageGrid batching prefab to decouple from FoliageSpawns prefabs
27 Days Ago
Check for valid material before submitting a draw call
27 Days Ago
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27 Days Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
27 Days Ago
LCD display & FX.
27 Days Ago
Fixed being able to place boat building station in canyons Fixed boat health always appearing as 400 on the client
27 Days Ago
Fix fuel check not working
27 Days Ago
scientist_boat_ai -> naval_update
27 Days Ago
Power off the sails and engines on a boat when editing
27 Days Ago
Fixed being able to deploy boat station through world layer (icebergs mostly)
27 Days Ago
scientist_boat_ai -> naval_update
27 Days Ago
- Reduced radius on spawning a boat group at the ghost ship (fixes any weird not spawning bugs that were happening) - Spawn group injects load mode
27 Days Ago
- Fixed a bunch of bugs with spawn and load - Dont run cohesion for null group members
27 Days Ago
Don't show cannon health bar if mounted
27 Days Ago
Cannon set condition from health on pickup
27 Days Ago
Mark sails as orange on the deploy guide if they are going to be blocked
27 Days Ago
ghost ship ambient sounds and reverb zones
27 Days Ago
Recursion fix (woops)
27 Days Ago
Auto killed boats now wont drop loot Prevents oil rigs having dead scientist drops around
27 Days Ago
scientist_boat_ai -> naval_update
27 Days Ago
- Scientist boats can now save/load properly in all contexts - Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver - Fix oilrig scientist boat manager loading error - Simplify scientist boat loading
27 Days Ago
Fixed small ramp not cancelling animation when colliding with a player boat
27 Days Ago
Mark the cannon base as IsDynamic Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
27 Days Ago
building planner rolled out mesh for 3p view
27 Days Ago
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27 Days Ago
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27 Days Ago
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27 Days Ago
very wip test
27 Days Ago
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27 Days Ago
santa_prop(scientist) repose
27 Days Ago
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27 Days Ago
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27 Days Ago
Missed file
27 Days Ago
local BBS pos/rot change as part of larger wip changes
27 Days Ago
Pilot hazmat repose
27 Days Ago
tweaked heart balloon text position
27 Days Ago
Cleaned out baked digital counter from the textures.
27 Days Ago
made metallic version of single balloon that doesnt use SSS
28 Days Ago
Fixed zipline editor NRE caused by floating city 4
28 Days Ago
Krieg Hazmat pose
28 Days Ago
merge from naval_update
28 Days Ago
removed redundant w_blueprint prefab
28 Days Ago
removed old textures/mats to avoid confusion
28 Days Ago
updated anims to fix clipping issues
28 Days Ago
Add serialization for lastEditLocalPos and lastEditLocalRot. Should allow copy pasted boats to dock & edit without fucking up. Also gonna need it for future changes. Protobuf gen.
28 Days Ago
Added map marker to show the deep sea exit, when in the deep sea (placeholder styling)
28 Days Ago
Boat planner - Set up viewmodel - Set up dropped worldmodel - prefab updates
28 Days Ago
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28 Days Ago
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28 Days Ago
Kick hazmat repose