reporust_rebootcancel

129,074 Commits over 4,232 Days - 1.27cph!

Today
Jacket snow repose
Today
Lowered the industrial adapter socket so its not floating above the fridge when deployed
Today
merge from naval_update
Yesterday
Merge from parent
Yesterday
exported updated chainsaw harvesting anims and slight edit of vm admire camera
Yesterday
prefab update
Yesterday
prefab update
Yesterday
Avoid AI mounted weapon controller sometimes targetting other NPCs
Yesterday
- Add boat ai avoidance volumes to tropical 1-4 - S2P
Yesterday
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
Yesterday
building planner texture update with new graphics
Yesterday
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
Yesterday
naval_update -> scientist_boat_ai_improvements_3
Yesterday
turret_head_animations -> naval_update
Yesterday
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Yesterday
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Yesterday
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Yesterday
Merge: from main
Yesterday
Adjust rhib scientists HP
Yesterday
More oil rig boat ai avoidance layer adjustments
Yesterday
Update to rear 50cal character position + timing changes on front 50cal weapon anims
Yesterday
rocket launcher rpg despawn set
Yesterday
Fixed some indirect lighting issues with the lit shader in RRP
Yesterday
delete phantom minifridge icon in root
Yesterday
fixed animated camera issues
Yesterday
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
Yesterday
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
Yesterday
merge from cargo_egress_fix
Yesterday
Fixed cargo still able to go through oil rig when egressing
Yesterday
bug fix's for a selection of player update 3p animations
Yesterday
Remove scrap cost from io table to bring in-line with workbench
Yesterday
Clatter helmet repose
Yesterday
merge from green_hazmat Steamunlock - todo
Yesterday
Texture size optimization.
Yesterday
Merging main branch to fpbuild_jenkins
Yesterday
Profiling
Yesterday
Merge: from spectate_dontfloodsnapshots - Bugfix for occlusion not destroying all players in UsePlayerUpdateJobs 2 mode Tests: 2p on craggy - used hill as obstruction, checked entity lists on both clients in editor
Yesterday
Bugfix: UsePlayerTasks - calculate end of batch correctly in SendEntityDestroyMessages_AsyncState This was causing server occlusion to skip sending some of destroy commands (from last batch), leaving a phantom player Tests: on Craggy went on behind hill, then checked editor entity list - confirmed that replicated players got removed on both ends
Yesterday
merge from minifridge lighting and techtree - todo
Yesterday
Fixed incorrect elevator power usage
Yesterday
base mini fridge gameplay pass
Yesterday
Merge from hackweek_boxsorting
Yesterday
Enabled sorting on all DLC storage items (including all barrels)
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Fixed translation not working
Yesterday
Merge from puzzle_reset_changes
Yesterday
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Yesterday
Enable ProvidesParentingTrigger on frame & triangle frame, fixes players getting thrown off boats.
Yesterday
Party hat repose