reporust_rebootcancel

134,745 Commits over 4,324 Days - 1.30cph!

26 Days Ago
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26 Days Ago
Merge from naval_update
26 Days Ago
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26 Days Ago
Merge from main
26 Days Ago
Merge from sprinkler_vis_refactor
26 Days 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
26 Days Ago
Add profiling marker to terrain render
27 Days Ago
merge from main
27 Days Ago
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27 Days Ago
merge from naval_update
27 Days Ago
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27 Days Ago
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
27 Days Ago
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27 Days Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
27 Days Ago
Shutter Frames WIP
27 Days Ago
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27 Days Ago
merge from naval_update/deep_sea
27 Days Ago
merge from naval_update
27 Days Ago
Removed unused sprite added by error
27 Days Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
27 Days Ago
- 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
27 Days Ago
merge from fix_puzzle_reset_underground -> main
27 Days Ago
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
27 Days Ago
Removed prevent building volume from deep sea portals, not necessary
27 Days Ago
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
27 Days Ago
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
27 Days Ago
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
27 Days Ago
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
27 Days Ago
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
27 Days Ago
initial implementaion, viewmodel prefab updates
27 Days Ago
(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.
27 Days Ago
zipline IK adjustments and finger pose fix
27 Days Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.
27 Days Ago
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
27 Days Ago
stone component blockout WIP
27 Days Ago
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27 Days Ago
merge from main
27 Days Ago
Raise min height for water treatment radiation puzzle S2P
27 Days Ago
Raise min height of trainyard radiation puzzle S2P
27 Days Ago
Raise min height of sewer branch radiation puzzle S2P
27 Days Ago
Raise min height of powerplant radiation puzzle S2P
27 Days Ago
Cleanup
27 Days Ago
Updated ghost ship icons
27 Days Ago
Raise height offset of NMS S2P
27 Days Ago
Raise height of Launch Site PuzzleReset S2P
27 Days Ago
Fix removed using statement in PuzzleReset
27 Days Ago
1p arcade idle anim update
27 Days Ago
Remove commented test
27 Days Ago
27 Days Ago
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