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133,683 Commits over 4,293 Days - 1.30cph!

3 Hours Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
4 Hours Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
4 Hours Ago
Merge from artist_pack_dlc
4 Hours Ago
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
4 Hours Ago
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
4 Hours Ago
Mark easel_col as r/w
5 Hours Ago
Allow repairing cannons
5 Hours Ago
pt_boat_turret_fixes -> main
5 Hours Ago
- Fix rear turret being able to move outside its clamping bounds
5 Hours Ago
Merge from naval_update
Today
Server admin UI tab progress
Today
merge from artist_pack_dlc -> main
Today
Lowered HLOD distance of floating cities 200 -> 100
Today
fix interface compiler defines
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
Today
Item list flex scroll fixes
Today
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
Today
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
Today
Fix native grid crash with buoyancy batching enabled
Today
Added playerboat.kill_all_above_deployable_count command.
Today
Added keyboard controls to the item list
Today
Merge: from main
Today
Merge from deployable_limit
Today
Enforce limit
Today
merge from main
Today
audio volume changes
Today
Include count of total amount of warnings and errors after the manifest finishes generating
Today
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
Today
merge from main -> fix_manifest_errors
Today
Merge: from main
Today
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
Today
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
Today
Deployable limit convar wip
Today
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
Today
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
Today
fixed paintable window collision - thanks elliot.
Today
Handle NRE inside NPCAnimController.DoPrepare()
Today
added new sounds to the modular boat steering creaks
pt_boat_turret_full_reload -> main
Today
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset - Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
Today
repositioned paintable window collision
Today
Replaced deep sea Gatorade® with Ocean Water. (Not final)
Today
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
Today
Item list fixes and optims
Merge from naval_update
Merge from naval_missions
Codegen Increase max distance on tutorial mission 8 position generator
Today
frame painting resolutions based on current frames
Merge from naval_update