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131,288 Commits over 4,232 Days - 1.29cph!

19 Minutes Ago
merge from main/naval_update
25 Minutes Ago
New sound for deep sea wipe alarm
1 Hour Ago
Update tropical4 chunks
1 Hour Ago
Update tropical3 chunks
2 Hours Ago
Add warning for missing spawn groups instead of just silencing them
3 Hours Ago
Volume changes on casino card area and foliage sounds removed
3 Hours Ago
Remove leftover DamangeRenderer component on PlayerBoat
3 Hours Ago
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
3 Hours Ago
Merge from naval_missions
3 Hours Ago
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions - Also fixed objective map and compass markers for those missions not working as they should - Fix being able to focus on invisible objective map markers
4 Hours Ago
merge from main/naval_update/pt_boat_sounds
4 Hours Ago
merge from main/naval_update
4 Hours Ago
pt boat gunshot tweaks and distant shots pt boat uses silent water-enter-exit splash in buoyancy so it stops making so many squishy sounds
4 Hours Ago
PlayerBoat.MaxVelocity is now a replicatedvar
4 Hours Ago
merge from fix_batching_ghosting -> naval_update
4 Hours Ago
Steering is no longer applied if anchored.
4 Hours Ago
Fix Render batching occasionally persisting after the prefab is deleted - caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
5 Hours Ago
null check
5 Hours Ago
Revert BoatBuildingStation.GetForPlayer changes
5 Hours Ago
Remove unused function
5 Hours Ago
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
6 Hours Ago
Some cleanup.
Today
missing null check
Today
Add shield stats display to techtree selections
Today
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
Today
Boatbuilding UI: Only check vis every second,
Today
Extra profiling
Today
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
Today
Fix tropical underwater overlay logic issue
Today
Regenerate tropical2
Today
Fix dwelling NRE causing deep sea islands to not spawn fully.
Today
Removed unused functions
Today
merge from main/naval_update/floating_cities/island_ambience
Today
Null check reloaded sound for cannons
Today
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
Today
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Today
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
Today
merge from main
Today
merge from Techtree_PrimHard_Nava
Today
Remove some redundant checks from CanClearArea. Misc rate limiting. Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Today
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
Today
Today
reapply changes post merge
Today
Merge: from spectate_3p_fix - Bugfix for spectating yourself causing a client crash Tests: tried to spectate via F1 menu - no longer possible
Today
Clean: fix formatting for PlayerInfo Tests: none, trivial change
Today
Update: Block Spectate button in F1 Server menu when selected player is local player - updated engineui.serveradmin.playerinfo.prefab to link up the button Tests: Opened Server tab, selected self in list - button was not interactible
Today
Bugfix: Spectating - prevent server accepting spectating yourself Tests: Used F1 Server tab to spectate myself - no crash
Today
merge from main/naval_update