reporust_rebootcancel

130,936 Commits over 4,232 Days - 1.29cph!

Yesterday
Send update immediately for cooldown.
Yesterday
wip wheel fixes
Yesterday
updated skins list
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Updating small engine rig with combined mesh
Yesterday
edited lr300 space vm anims and exported 3p reload/deploy anims and linked to new lr300 holdtype controller
Yesterday
updating single 50cal clips and emtpy ammo pose
Yesterday
Update attack animations on front 50cal
Yesterday
expanded floating cities shore vectors
Yesterday
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Yesterday
fixed some trims on triangle up mesh fixed triangle roof prefab cull distance re-applied roof conditional fix slimmer half wall killed the beautiful window frame depth for embrasures
Yesterday
Merge from parent
Yesterday
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
Yesterday
* Fix lights at monuments always visually on * Fix levers not animating properly
Yesterday
Possibly fixed scaling of island map markers in deep sea Fixed markers not working properly after a server restart
Yesterday
Add a check for cannon update parameters errors if the playable graph isn't ready.
Yesterday
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
Yesterday
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
Yesterday
Remove unused threshold
Yesterday
- Try moving everything over to update (on the lerping side) - Server sends an aim packet everytime it receives an input rather than checking difference before sending
Yesterday
tentative cannon reload sounds (still some weirdness with an animation event firing when it shouldn't be) cannon fuse sound
Yesterday
naval_update -> turret_fixes
Yesterday
- WIP
Yesterday
Missed compile fix
Yesterday
- Compile errors - Reduced rear screenshake
Yesterday
merge from naval_update
Yesterday
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
Yesterday
merge from main
Yesterday
merge from field_mismatch_fix
Yesterday
Fixed CLIENT only serialized field in UI_Store
Yesterday
Fixed blank picture frame in casino not culling at all Fixed parasol on casino deck not culling at all
Yesterday
Add screenshake to the front and rear turret so they don't feel lifeless
Yesterday
Fixed SERVER only serialized field in BaseCombatEntity
Yesterday
merge from main/naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from deep_sea
Yesterday
Merge from parent Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
Yesterday
Restored the rotate to zero before reloading
Yesterday
Removed mission position generator validation method, now just uses the position generation method (both methods were doing very similar things) and stores these generated points for if we eventually accept this mission. Check if objectives are valid before proceeding. Objectives can now use those generated points to check if a mission is valid before the mission has started.
Yesterday
Also include player parented to ladders in GetPlayersOnBoat
Yesterday
Reapply on the right prefab this time
Yesterday
Suntract 137986, applied changes to wrong asset
Yesterday
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation
Yesterday
Fix workshop skins not loading when Indirect Instancing is enabled
Yesterday
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Yesterday
Fixed mount animation playing when swapping weapons while mounted
Yesterday
Manually copied over the texture changes from rhib_fixes and fixed the baked in map material on the rhib
Yesterday
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal The boat was teleported but not the player Added GetPlayersOnBoat in BaseBoat
Yesterday
Fix mounted weapon show/hide NRE