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130,614 Commits over 4,232 Days - 1.29cph!

56 Days Ago
Include world layer in groundwatch
56 Days Ago
Update: add per-AnalyticsTable telemetry - using this telemetry to improve unit tests Next up need to add support for flush-on-shutdown Tests: ran unit tests
56 Days Ago
Portal marker works with any direction Higher res deep sea icon
56 Days Ago
merge from main
56 Days Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
56 Days Ago
Bone knife and variation updated
56 Days Ago
Updated 50 Cal Models and Prefabs to include the ammo box Created 50 Cal Ammo Box Material Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
56 Days Ago
merge from volcano_stuff - was merged to release but not main
56 Days Ago
Club animation updates
56 Days Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
56 Days Ago
First pass floating city variant 3 (walkways and flow still WIP)
56 Days Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
56 Days Ago
remove red keycard from silo monument s2p
56 Days Ago
Hatchet variations set up
56 Days Ago
player update 3p mingun anims exported
56 Days Ago
First pass of map marker for the entrance portal
56 Days Ago
Prevent boat building stations from being placed overlapping.
56 Days Ago
Mannequin parts
56 Days Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
56 Days Ago
Add component to floating city prefab and deep sea island prefab
56 Days Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
56 Days Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
56 Days Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
56 Days Ago
naval_update/gun_turret -> naval_update
56 Days Ago
Manifest Codegen
56 Days Ago
naval_update -> gun_turret
56 Days Ago
Apply changes to default prefab
56 Days Ago
Make turret entity invinsible Position changes
56 Days Ago
Rename internall turret seat Move aim position Manifest
56 Days Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
56 Days Ago
Fix cannon rotation being independent of the boat when turning.
56 Days Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
56 Days Ago
Fix wrong gibs on cannon
56 Days Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
56 Days Ago
Fix more rotation issues, offset the parent correctly
56 Days Ago
Point guns in the correct direction
56 Days Ago
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
56 Days Ago
floating city4
56 Days Ago
Merge from monument_notification_sounds
56 Days Ago
Merge from main
56 Days Ago
Fix issues with oil rig sound notification prefab
56 Days Ago
fix flexelement issues with screen resizing
56 Days Ago
Add floating city to "Scenes/Monuments/" menu in editor
56 Days Ago
merge from disable_island_parenting -> deep_sea
56 Days Ago
Pushed a debug change by accident
56 Days Ago
Portal spawns within valid bounds Vehicle whitelist cleanup
56 Days Ago
don't update steering wheel sounds when out of range use TimeSince instead of incrementing a timer for steering wheel sound stop delay
56 Days Ago
Added favourite colours controls for painting, with convar support to create up to 10 (default 3) - this was sorely needed with the addition of the colourpicker
56 Days Ago
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
56 Days Ago
merge from mesh-guide-shader-improvements (several fixes)