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127,122 Commits over 4,201 Days - 1.26cph!

Yesterday
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
Yesterday
split off axle on windmill
Yesterday
Update: reimplement spectating to use ISubscriptionStrategy instead of secondary groups - Done via SpectatorSubStrategy (takes subscriptions of target) and SpectatedSubStrategy (notifies when group changes) - Removed old secondary group code and reverted relevant Network API changes - Made Networkable.OnSubscriptionChange public This also fixes the bug with previous version that it only saw "near" distance entities Tests: Spectated player on craggy, flew around until island disappeared from rendering - no NREs. Got 2 things to improve, and I think it's done
Yesterday
Flare LODs
Yesterday
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
Yesterday
Editor tool to find missing worldmodel outlines, fix missing outlines for: Apple, CactusFlesh, TunaCan, HiveNuclei, AdvancedAntiRadTea, AdvancedHealingTea, AdvancedHealthTea, AdvancedOreTea, AdvancedScrapTea, AdvancedWoodTea, BasicAntiRadTea, BasicHealingTea, BasicHealthTea, BasicOreTea, BasicScrapTea, BasicWoodTea, CoolingTeal, HarvestingTea, PureAntiRadTea, PureHealingTea, PureHealthTea, PureOreTea, PureScrapTea, PureWoodTea, WarmingTea, largebackpack, smallbackpack, wm_twitch_rivals_flag, candy_cane, snowball, candycanes, electric_garland, gingermen, pinecones, polestar, tinsel, xmas_baubles, Potato, horse_dung_pile, horsedung, LargeMedkit
Yesterday
Added and Setup Naval Improvised Plank GIBS
Yesterday
Removed redundant rpg7 ammo model prefabs
Yesterday
removed unused field from shore vector override mod
Yesterday
merge from shore_vectors
Yesterday
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
Yesterday
merge from shore_vectors
Yesterday
merge from deep_sea
Yesterday
merge from floating_city_support
Yesterday
applying baked data for floating cities
Yesterday
rpg skin 3p holster position set and vm ADS idle anim linked in anim.controller
Yesterday
Swapped out remaining world models on supplies and food market barges
Yesterday
Added Flashlight Remake World Models and LODS
Yesterday
renaming new medical syringe fbxs
Yesterday
Allow enable_marker_teleport convar to be set from the server
Yesterday
Fix "converting to lowercase" warning when opening mute player dialog
Yesterday
fixed floating mesh decal on ghostship C/D back gate
Yesterday
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
Yesterday
re-set garage door workshop max texture res to 2048 (up from 1024)
Yesterday
Smoother transition walking into the ship's bridge room
Yesterday
Fixcars admin command now fuels up boat engines
Yesterday
merge from main
Yesterday
wip xmas ceilingpaper, updated wallpaperbase.sav file
Yesterday
Wider collision gap around the ghost ship mast ladder spot
Yesterday
Removed mesh from cannon gib that was not a gib and had no backfaces
Yesterday
merge from Halloween_25_Update
Yesterday
Fixed Halloween UI not display during event
Yesterday
Fixed boat ladder pickup giving a regular ladder
Yesterday
Merge from floating_cities
Yesterday
Switched monument entities either to simple models or immortal, non-pickupable versions of the entity (Affects connected speakers, boom boxes, beach table and beach chairs) S2P floating city 1, 2, 3
Yesterday
Merge from parent
Yesterday
Converted chicken coop chickens to move in local space, fixes them floating into outer space when deployed on a boat Also generated convex colliders for the hutch so we don't get non convex mesh errors when deploying on boats
Yesterday
Merge from foliage_instancing_islands
Yesterday
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
Yesterday
Add support for a projectile to declare override projectiles based on a weapon Create prefab variants for standard/hv/incen rockets, they get spawned instead of regular rockets
Yesterday
Add a small delay after the reload is finished before resuming active rocket handling to allow for a bit of latency
Yesterday
Merge from parent
Yesterday
Remove CPU height sampling option can't be supported with mesh terrains Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed) Update terrain cbuffer after switching terrain data
Yesterday
Add support for showing rocket in left hand during reload
Yesterday
WIP showing ammo on 3rd person model
Yesterday
Setup SwapAmmo component on RPG vm
Yesterday
floating city 4 prop pass
Yesterday
Disable tutorial spawns on both possible deep sea sides
Yesterday
More Terrainmeta switchover tweaks
Yesterday
merge from deployguide_water_refraction