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134,626 Commits over 4,324 Days - 1.30cph!

14 Days Ago
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed
14 Days Ago
S2P islands for ai zones
14 Days Ago
Day extension for march.
14 Days Ago
Revert TOD change for branch placement.
14 Days Ago
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60. Night time stays at approximately the same 10.
14 Days Ago
junkpile_ladder_clip_fix -> main
14 Days Ago
junkpile_ladder_clip_fix -> main
14 Days Ago
merge from main
14 Days Ago
merge from automatedtesting
14 Days Ago
merge from main
14 Days Ago
merge from main
14 Days Ago
Updating last of the gesture anims to v4 rig
14 Days Ago
Easel placement setups for scrap and lightup frames
14 Days Ago
Remove sockets from XL and XXL for easel, comically large and unbalanced
14 Days Ago
stone, wood panel title and description updated
14 Days Ago
scrap box panel title and description updated, ran manifest, loca and icon manifest
14 Days Ago
food, meds, metal box panel title and description updated
14 Days Ago
armor box, comps box, explosive box panel title and description updated
14 Days Ago
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
14 Days Ago
updated icons for ammo, comps, stone boxes
14 Days Ago
ore box naming fix
14 Days Ago
ammo box naming fix part 2
14 Days Ago
ammo box naming fix part 1
14 Days Ago
ptboat_turret_safezone -> main
14 Days Ago
Don't allow AI or players to shoot mounted weapons when in safe zones
14 Days Ago
meds box ran manifest, localization and icon manifest
14 Days Ago
food matrix prefab tweak
14 Days Ago
meds box item, icon, prefabs. matrix models, setup
14 Days Ago
Assign steam item to paintball ammo item definition Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints Remove impact effect log spam
14 Days Ago
tryfind_matchiongdeployables_fix -> main
14 Days Ago
Hardening incase traced ent is null (when finding matching deployables)
14 Days Ago
Paintball Gun - hopper shader tests
14 Days Ago
merge from naval_update
14 Days Ago
Prevent crossing if the vehicle has a non whitelisted vehicles parented
14 Days Ago
merge from naval_update/deep_sea
14 Days Ago
boatai_balance_changes -> main
14 Days Ago
changes on crickets ambience values and storm ambience audio volume
14 Days Ago
main -> boatai_balance_changes
14 Days Ago
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
14 Days Ago
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14 Days Ago
travelling_vendor_vis_fix -> main
14 Days Ago
meds box folder struct b
14 Days Ago
meds box folder struct a
14 Days Ago
Fixed deep sea exit buoys being visible from the main land and the other way around
14 Days Ago
merge from naval_update
14 Days Ago
Added sliders for shadow quality preset attributes and a Cascades enum for the numCascades field
14 Days Ago
Setup AI sleeping on islands, not working, still figuring out why
14 Days Ago
Component DLC Ammo Box - Added initial prefab setup, placeholder meshes and files
14 Days Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
14 Days Ago
ran manifest and localization