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128,120 Commits over 4,201 Days - 1.27cph!

23 Days Ago
Tropical1: Added some resource spawn for testing purposes Disabled flattening for now, added realmed remove
23 Days Ago
boat building platform - materials and textures including lod3 bake material and textures - lods + initial prefab setup
23 Days Ago
Added Coconut Prop Model and Materials Setup Coconut Prop Prefab, LODs, Colldiers
23 Days Ago
add store images for decor pack
23 Days Ago
Better patch solution that should prevent potential "Attempted to read past the end of the BufferStream" exceptions
23 Days Ago
rebaked shorevectors
23 Days Ago
merge from deep_sea
23 Days Ago
Tidied up scene hierarchy - floating city 3
23 Days Ago
Add ServerVar 'global.legacymonumentnotifications' for forcing old monument notification behaviour (UI message, no sounds)
23 Days Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
23 Days Ago
Merge from small_ramp
23 Days Ago
merge from deep_sea
23 Days Ago
updated naval small ramp animations
23 Days Ago
Scaled the deep sea marker, so it fits when the portal spawns south
23 Days Ago
Merge from parent
23 Days Ago
Re-export animation to remove cannon offset
23 Days Ago
Delete old unused TwitchDrops_render_scene, rename TwitchDrops_render_scene_test to TwitchDrops_render_scene
23 Days Ago
Commit to single render method (previous "test version"), removing menu options.
23 Days Ago
merge from naval_update
23 Days Ago
Added bed to render scene
23 Days Ago
merge from deployguidedraw_nre_fix
23 Days Ago
Prefab with WIP FX.
23 Days Ago
Ship cannon WIP.
23 Days Ago
FX Progress Cannon AO not sRGB space.
23 Days Ago
Use additive blend and alpha max for heights should solve height blending issues
23 Days Ago
fix deployguide nre when holding tripod spotlight
23 Days Ago
Fixed the terrain mesh collider for Tropical1 not being on the terrain layer, was preventing AI from snapping to it properly S2P Tropical1, no actual scene changes though Also removed an allocation when setting up the mesh terrain
23 Days Ago
Casino barge exterior dressing progress
23 Days Ago
merge from potential_guide_artifact_fix
23 Days Ago
potential mesh guide artifacting workaround
23 Days Ago
23 Days Ago
Update: Integrate the new AnalyticsManager into existing logic - Guarded by `analytics.usev2` (default off for now) - Bugfix for rate-limiting being disabled due to mixing Now and UtcNow (whoops) - Added global `analytics.dryrun` and `analytics.log` Did a cursory test in editor using dry running and it seems to be working, but it leaks performance data into player_tick blobs. Need to reorganize accumulators again - always-aggregate isn't always valid. Tests: used above switches and monitored data flow.
23 Days Ago
Add field for setting description of workshop submissions
23 Days Ago
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23 Days Ago
merge from skinviewer_streaming_fix
23 Days Ago
Added PT boat 50cal ammo mounts
23 Days Ago
merge from shield_back_fix
23 Days Ago
merge from twitch_background_nre
23 Days Ago
merge from radtown_t0_crates
23 Days Ago
merge from storecheckout_nre_fix
23 Days Ago
Fixed NRE when checking out the cancer research UK plushie
23 Days Ago
pt_boat_gameplay_pass -> naval_update
23 Days Ago
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
23 Days Ago
Fixed missing text on premium modal
23 Days Ago
Initial work to allow the ai to work on the PT Boat
23 Days Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
23 Days Ago
gun_turret -> naval_update
23 Days Ago
Manifest
23 Days Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built