reporust_rebootcancel

132,852 Commits over 4,293 Days - 1.29cph!

6 Minutes Ago
Set the new ramp colliders to wood material
1 Hour Ago
merge from ScientistPlushie
1 Hour Ago
merge from HeavyScientistPlushie
3 Hours Ago
Fix foliage placement orientation on rotated islands
4 Hours Ago
Merge from naval_update
4 Hours Ago
More accurate shootable collision on small ramp
4 Hours Ago
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4 Hours Ago
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5 Hours Ago
Merge from naval_update
5 Hours Ago
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6 Hours Ago
Merge from main
6 Hours Ago
Merge from sprinkler_vis_refactor
6 Hours Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
Today
Add profiling marker to terrain render
Today
merge from main
Today
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Today
merge from naval_update
Today
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Today
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
Today
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Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
Today
Shutter Frames WIP
Today
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Today
merge from naval_update/deep_sea
Today
merge from naval_update
Today
Removed unused sprite added by error
Today
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
Today
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
Today
merge from fix_puzzle_reset_underground -> main
Today
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
Today
Removed prevent building volume from deep sea portals, not necessary
Today
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
Today
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
Today
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
Today
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
Today
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier) Apply minimum height to the radiation spheres as well as the puzzle resets Show height cutoff position when `drawpuzzlereset` convar is enabled
Today
initial implementaion, viewmodel prefab updates
Today
(Hopefully) Fix player animations sometimes being left in weird states because of pooling. Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
Today
zipline IK adjustments and finger pose fix
Today
Fix crash from accessing null playable graphs and playables when releasing animation handles.
Today
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
Today
stone component blockout WIP
Today
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Today
merge from main
Today
Raise min height for water treatment radiation puzzle S2P
Today
Raise min height of trainyard radiation puzzle S2P
Today
Raise min height of sewer branch radiation puzzle S2P
Today
Raise min height of powerplant radiation puzzle S2P
Today
Cleanup
Today
Updated ghost ship icons