reporust_rebootcancel

158,052 Commits over 4,566 Days - 1.44cph!

1 Year Ago
merge from optimize_reduce_dynamic_occlusion -> main
1 Year Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
1 Year Ago
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1 Year Ago
Paintball Gun - updated blockout mesh after animation feedback
1 Year Ago
Null check playable graph when setting animator controller
1 Year Ago
merge from playable_fixes
1 Year Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
1 Year Ago
Merge from boat_building
1 Year Ago
Merge from health_rework
1 Year Ago
Fixes
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
1 Year Ago
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1 Year Ago
Projectiles
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
1 Year Ago
merge from buoyancy_deepunderwater_fix
1 Year Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
1 Year Ago
Fix playable graph IK issues
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Retain group id between saves
1 Year Ago
fixed clip check
1 Year Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
1 Year Ago
added physic impact sounds for the PT boat
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
stupid pooling fix
1 Year Ago
Dont save the ghost ship hackable crate. Stops save nre
1 Year Ago
merge from ai_vehicle_clipping_check_optim
1 Year Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
1 Year Ago
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1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
Applied prefabs. Dummy coord fixes.
1 Year Ago
Re-route setting animator states to playable animation controller
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Compile fix
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Fix margin check in wander state
1 Year Ago
Support boat debug ddraw convars on server
1 Year Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
1 Year Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
1 Year Ago
Disabled deep sea portals debug by default
1 Year Ago
Give a whole second before spawning scientists
1 Year Ago
merge from naval_update
1 Year Ago
merge from industrial_pipe_batching -> main
1 Year Ago
merge from npc_PlayerSyncCycle_optim
1 Year Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
1 Year Ago
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1 Year Ago
merge from main -> industrial_pipe_batching
1 Year Ago
merge from optimize_reduce_dynamic_occlusion -> main
1 Year Ago
merge from naval_update/deep_sea/billboards