reporust_rebootcancel

131,177 Commits over 4,232 Days - 1.29cph!

Today
Fixing health info exceptions after 1st round of testing - sinking boats, generalized - horses health info obscuring view
Merge from naval_missions
Fixed clipping issues on temperate, tundra and arctic trees when viewing them from steep angles
Small improvements to air wolf vendor conversation and some more english dialogue string fixes
Today
Bunker cannon tweak & sandbags that match the tropical islands.
Today
Merge: from main
Today
rebuilt manifest
Cliff shadowproxy fixes
Today
merge from main - will need manifest rebuilding
Today
rebuilt manifest and skins
Today
adjusted world model emissive values to match viewmodel
Today
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Merge from naval_update
Today
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Today
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Today
added emissive texture to front sight
NPC's can now have dialogue when you go to talk to them to complete missions. Set this up for all the new naval missions. Conversations now exit upon pressing the button to complete a mission.
Today
Made chamfered edges on artist canvases paintable to improve seamless tiling across multiple canvases
Today
merge from main
Today
changes on wind ambiences for the floating cities and casino ambience set up
Today
All combat entities (things with health) show health info below a set health threshold (default 75%), or for 1s after being attacked, or when the player is holding a hammer. - Some exceptions still apply, like when mounted to vehicles, but most things have been changed to be in parity with the new standardization
Today
updated vm lr300 space gun reload anim
Today
Bugfix: handle spawn groups on non-baseentity gameobjects Tests: procgen 2.5k in editor
Today
space lr300 icon and hooked up to item prefab and steam item
Today
Binoculars anim refresh polish
Today
Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable
Today
M92 - Added updated viewmodel and worldmodel
Today
Fix duplicate var name
Yesterday
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
Yesterday
Fixed alpha on gibs. Fixed orientation of XXL canvas in painting mode.
Yesterday
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
Yesterday
Fixed the bug with changing renderscale/dlss with Volumetric clouds set to Ultra that would blit the wrong texture to the screen
Yesterday
enabled decal layers [all] on mboat materials
Yesterday
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
Yesterday
Fixed the render texture memory leak in the Icon Render scene
Yesterday
LODs and gibs for artist canvas L, XL, XXL + prefab setup
Yesterday
updated vm and 3p lr300 space gun anims
Yesterday
Added incen rockets to fixcars 3 Added a help field to the fixcars
Yesterday
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Yesterday
Flare weapon refresh animation polish
Yesterday
naval_update -> main - Staging wipe, Course locked, no piviting now
Yesterday
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
Yesterday
Coconut Underwear Repose
Yesterday
Clean: remove obsolete TODOs Tests: none, trivial change
Yesterday
boat engine t2 Updated t2 techtree
Yesterday
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
Yesterday
greatly reduce low grade fuel cost for boat building
Yesterday
Merge: from main
Yesterday
HockeyMask repose
Yesterday
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me