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127,556 Commits over 4,201 Days - 1.27cph!

6 Days Ago
improve transform access in correction forces
6 Days Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
6 Days Ago
edited rpg skin 3p reload anim
6 Days Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
6 Days Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
6 Days Ago
steeringwheel controls HasDriver flag of parent boat
6 Days Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
6 Days Ago
scientist_boat_ai -> naval_update
6 Days Ago
turn off debug draw
6 Days Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
6 Days Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
6 Days Ago
Better lights on the RHIB
6 Days Ago
enabling PlayerBoat correction forces with some initial balance
6 Days Ago
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
6 Days Ago
merge from naval_update
6 Days Ago
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
6 Days Ago
Remove logs
6 Days Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
6 Days Ago
disabled r/w and batching on seaweed clumps
6 Days Ago
Update: convert IsBeingSpectated utility - Updated dependent code to use new GetSpectators instead of old nested children approach Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
6 Days Ago
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
6 Days Ago
When boat dies kill all remaining scientist on board
6 Days Ago
scientist_boat_ai -> naval_update
6 Days Ago
Pass mount point for spawning, dont rely on position
6 Days Ago
scientist_boat_ai -> naval_update
6 Days Ago
Stop info box breaking with 'null action'
6 Days Ago
Dont ram a player if they are way higher up on an island
6 Days Ago
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
6 Days Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
6 Days Ago
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
6 Days Ago
Added baked shore vector volumes to the FCs S2P
6 Days Ago
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
6 Days Ago
merge from naval_update
6 Days Ago
merge from dipsi
6 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
6 Days Ago
split off axle on windmill
6 Days Ago
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
6 Days Ago
Flare LODs
6 Days Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
6 Days Ago
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
6 Days Ago
Added and Setup Naval Improvised Plank GIBS
6 Days Ago
Removed redundant rpg7 ammo model prefabs
6 Days Ago
removed unused field from shore vector override mod
6 Days Ago
merge from shore_vectors
6 Days Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
6 Days Ago
merge from shore_vectors
6 Days Ago
merge from deep_sea
6 Days Ago
merge from floating_city_support
6 Days Ago
applying baked data for floating cities
6 Days Ago
rpg skin 3p holster position set and vm ADS idle anim linked in anim.controller