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128,926 Commits over 4,232 Days - 1.27cph!

- Better AI attacking turret distance checks - Better turret DOT checks
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
Today
Fixes
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
Today
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder medical syringe with new model and anims all functional
Today
Fixed fireball yellowification.
Today
Removed InitBounds hack in deep sea portal UpdateRenderer
Today
Fixed floating city losing their global networkness on save restore
- Wrap floating cities in the same avoidance triggers as Oilrig
Today
merge from naval_update
Today
fixed worldmodel outline not showing
Today
merge from main -> puzzle_reset_changes
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
Today
Ignore new multi command behaviour for binds, they already handled chaining before.
Today
front 50cal view model camera animations - block out
Today
lowered research costs to be in line with new workbench values
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
Today
Fix client boat building blocks after paste
Today
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
Today
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
Today
merge from main
Today
Reworked the supply drop to fix the visual regression.
Add proper null check when dismounting weapon seats
Today
Merge from parent
Today
Compile fix
Today
merge from boat_building
Today
Updating rf transmitter deploy animation
Predict reload syncvar
Today
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
- Apply head animations to be in reference to the starting head position/rotation
Today
blowpipe animation updates
Today
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
Today
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
Merge from horse_medsyringe_healing
Fix mission event for healing using wrong prefab ID
Today
mini fridge corpse mesh
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
Today
Merge from parent
Today
viewmodel camera animations for rear 50cal
Today
merge from tax_convars_rename
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
Today
mini fridge added gibs and updated lods updated deploy and item prefabs adjusted slot count to 30 (temp needs gameplay pass) updated bounds update manifest
Today
Restored missing entities.RemoveAll in copypaste after filtering prefabs
Today
medical syringe viewmodel - made functional - added anim events - updated clip data - removed camera animation (for now)
main -> unskinned_windmill
Today
Fixed copypaste merge fuckery, restored copyboat commands
Fix broken diving goggles
Today
Update to crockery textures
Today
Null checks in UI_DropsController to prevent menu NRE when loading playground