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132,225 Commits over 4,262 Days - 1.29cph!

Today
- Added pose anim clips for paintball levels - Added layer and blendtree for balls to animator - Added ammo count param & tied this to the poses
Today
naming updates
Today
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
Today
animator naming update
Today
paintball file naming and cleanup
Today
paintball viewmodel prefab fixes, re-exported anims
Today
merge from hbhf_sensor_tests
Today
Some more small fixes, regenerated testlist
Today
Updating player anim controller with v4 gestures
Today
Updating 3p_crude gestures with correct frame ranges
Today
Apply shelf from big Flav
Today
exported latest 3p paintball gun anims
Today
merge from naval_update
Today
Updating paintball gun rig
Today
merge from main
Today
Code clean up
Yesterday
Batched Buoyancy is now functional, but still missing some code and needs more optimization: - Move buoyancy data into persistent arrays and reuse them. - Add convar for switching between batched/old buoyancy. - Add 3D positions for water info step. - Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.) - Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water) - Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
Yesterday
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade. Assign to wood_boat_hull, wood_boat and PlayerBoat properties. No actual changes in protection properties yet.
Yesterday
Debug log damage scale too
Yesterday
creating paintball gun 3p anims
Yesterday
Damage test save with boats and cannons. Debug logging.
Yesterday
npc_vendor_accessible_fix -> main
Yesterday
Remove for the travelling vendor
Yesterday
Fixed drone accessibility not showing up for NPC vendors. Had to adjust all NPC Vending Machine prefabs and S2P the following: - Stables - Fishing Villages - Bandit - Outpost
Yesterday
merge from main
Yesterday
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Yesterday
Kill deep sea if water system is null
Yesterday
player_head_stuck_fix_2 -> main
Yesterday
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
Yesterday
merge from lastplayed_sorting_fix
Yesterday
Fix sorting by "last played" not working correctly in the server browser
Yesterday
merge from naval_update
Yesterday
Fixed gingerbread softside ceiling wallpaper always showing the default skin
Yesterday
merge from gingerbread_wallpaper_fix
Yesterday
windturbine_lod_fix -> main
Yesterday
Fixed Windturbine having a super low LOD range Rebalanced to let us see wind turbines further (taking advantage of now batching)
Yesterday
missed some bolts
Yesterday
mountplayersync_ai_bypass -> main (yolo)
Yesterday
mountplayersync_ai_bypass -> main
Yesterday
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Yesterday
hot_reload_1.13.13 -> main
Yesterday
Update HotReload to 1.13.13
Yesterday
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Yesterday
Paintball Gun - split viewmodel weapon and ammo meshes
Yesterday
Formatting
Yesterday
Removed the deep sea top collider, so supply drop cant get stuck
Yesterday
merge from naval_update
Yesterday
set up paintball gun 3p and w model anims
Yesterday
Also show the current health in boat building UI to make it more obvious if you need to repair
Yesterday
Paintball Gun - viewmodel texture update