reporust_rebootcancel

129,188 Commits over 4,232 Days - 1.27cph!

7 Days Ago
Added front controllers
7 Days Ago
Update: Analytics - track all entity spawn/destroy events after server initializes - change the format of these events to only send vital data - HackableLockedCrate no longer has it's own EntityCreated event Tests: logged analytics on Craggy - saw events being appended after server initialized
7 Days Ago
minor tweaks
7 Days Ago
creating flashlght refresh vm anims
7 Days Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
7 Days Ago
merge from rpg_storepage
7 Days Ago
Close button stays in front of the skin viewer Fixes
7 Days Ago
skinnable asset file for tactical gloves
7 Days Ago
Adding new sitting animations for v4 update
7 Days Ago
Added skin viewer in the RPG store page
7 Days Ago
Fixing spinner light fixtures that got broken by shader modifications, part 1
7 Days Ago
Missing files
7 Days Ago
More leg fixes
7 Days Ago
Fixing offset in cake candle hat rig
7 Days Ago
birthday hat wearable prefab setup
7 Days Ago
Disable leg animator to stop hand IKs going crazy
7 Days Ago
Fix broken animations on players/NPCs when taken from a pool.
7 Days Ago
Added more ladders in the spots (FC1/FC2) suggested by QA
7 Days Ago
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7 Days Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
7 Days Ago
Updated material Tactical Gloves
7 Days Ago
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7 Days Ago
Enable arms on both turret seats
7 Days Ago
fix dictionary duplicate entry
7 Days Ago
Adding birthday cake hat rig
7 Days Ago
Merge: from server_occlusion_poppin - Reduce player poppin by making occlusion grid generation more conservative - Bumped occlusion version, will cause regeneration on next server boot Tests: visualized in editor, ran previously failed queries
7 Days Ago
Fixed more issues with shadow biases in the RRP shaders
7 Days Ago
Update: ServerOcclusion - only block occlusion cell if it's fully under terrain - bumped occlusion file version Previously we considered it was blocked if one of sample points was in terrain. This allows more occlusion queries to pass, which should reduce poppin. Tests: visualized new grid, ran previously failing query - they now pass
7 Days Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
7 Days Ago
Balaclava repose/lods
7 Days Ago
merge from anchored_boat_mass
7 Days Ago
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
7 Days Ago
fix display scaling and random rotation, assign a bunch of item category overrides
7 Days Ago
footer buttons on sorting
7 Days Ago
Final optimisation on floating walkway pieces
7 Days Ago
Scientists normals fix
7 Days Ago
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7 Days Ago
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7 Days Ago
Flare animation updates
7 Days Ago
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7 Days Ago
fixed static tarp materials having wind enabled
7 Days Ago
material simplifications on temperate_portacabin_building_300_600
7 Days Ago
Merge from naval_update
7 Days Ago
- Fix deep sea map marker jitter - Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
7 Days Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
7 Days Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
7 Days Ago
shadow proxy mesh for smallOceanWreckBuoy
7 Days Ago
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
7 Days Ago
made ProceduralMapEmpty more empty
7 Days Ago
merge from main