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131,315 Commits over 4,232 Days - 1.29cph!

10 Days Ago
Remove a fog of war log
10 Days Ago
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
10 Days Ago
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
10 Days Ago
Don't reconcile with present states
10 Days Ago
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
10 Days Ago
merge from deep_sea -> deep_sea/island_scenes
10 Days Ago
add another variable to balloon text for correcting pivot displacement from vertical rotation
10 Days Ago
Lumberjack hazmat repose/lods
10 Days Ago
Send right first server snapshot time
10 Days Ago
Only show crosshair when not using sights (front turret)
10 Days Ago
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12
10 Days Ago
merge from boat_building
10 Days Ago
Merge from parent
10 Days Ago
Add Assets\Plugins\crosstales back (minus voice plugin folder)
10 Days Ago
Add text to both sides of balloons
10 Days Ago
Merge from parent
10 Days Ago
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
10 Days Ago
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
10 Days Ago
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
10 Days Ago
Update for line spacing, text sizes, text colour, and small tweaks for balloons
11 Days Ago
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
11 Days Ago
Extra protection to on cl_attack and on cl_reload
11 Days Ago
Paintball Gun - texture update
11 Days Ago
Reposed barrel and crate wearables
11 Days Ago
naval_update -> pt_boat_turrets
11 Days Ago
scientist_boat_ai -> naval_update
11 Days Ago
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
11 Days Ago
merge from naval_update
11 Days Ago
scientist_boat_ai -> naval_update
11 Days Ago
Ensure front turret is playing the front turret animation
11 Days Ago
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
Change tip wording.
11 Days Ago
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
11 Days Ago
Fixed debug portal renderer being visible with the convar off
11 Days Ago
Small engine skinning fix
11 Days Ago
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
11 Days Ago
Only try and ram occasionally
11 Days Ago
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug - try spawning boats lower in the water plane - spawn relative to the correct water height (including waves)
11 Days Ago
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn) - Better boat positioning - Add more bouyancy points to the pt boat (rear was a nightmare) - Wake up the boats from further away - Convar to spawn boat groups together
11 Days Ago
Set default EditFinishUseInterval to 1 second.
11 Days Ago
Frog boots repose
11 Days Ago
Only fill fuel to 50
11 Days Ago
Evaluate water height at water positions and spawn y at that rather than possibly under water
11 Days Ago
Npc aim refactor progress
11 Days Ago
naval_update -> scientist_boat_ai
11 Days Ago
Check textures for null in ApplyMipLevels()
11 Days Ago
Check textures for null in ApplyMipLevels()
11 Days Ago
Merge Indirect Instancing Fixes
11 Days Ago
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state