reporust_rebootcancel

133,804 Commits over 4,293 Days - 1.30cph!

Yesterday
Merge: from main
Yesterday
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
Yesterday
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
Yesterday
Deployable limit convar wip
Yesterday
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
Yesterday
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
Yesterday
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
Yesterday
fixed paintable window collision - thanks elliot.
Yesterday
Handle NRE inside NPCAnimController.DoPrepare()
Yesterday
added new sounds to the modular boat steering creaks
Yesterday
pt_boat_turret_full_reload -> main
Yesterday
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset - Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
Yesterday
repositioned paintable window collision
Yesterday
Replaced deep sea Gatorade® with Ocean Water. (Not final)
Yesterday
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
Yesterday
Item list fixes and optims
Yesterday
Merge from naval_update
Yesterday
Merge from naval_missions
Yesterday
Codegen Increase max distance on tutorial mission 8 position generator
Yesterday
frame painting resolutions based on current frames
Yesterday
Merge from naval_update
Yesterday
- Always check if a player can accept the mission before assigning it - MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity - Fixes for registering tutorial pings on SpeakWith objective type - Don't try to save the dialogue graph if in play mode
Yesterday
Merge from main
Yesterday
Fixed RobotoMono base material
Yesterday
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Yesterday
merge from naval_update
Yesterday
Fixed colliders, bounds and minigame for palm_tree_tropical_small_a and palm_tree_tropical_med_b
Yesterday
merge from naval_update/deep_sea
Yesterday
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Yesterday
Fixed TreeEntityEditor not inheriting from BaseEntityEditor Fixes bounds handles and manifest info not working properly for tree prefabs
Yesterday
Debug mesh finder tool for painting
Yesterday
Fixed palm_tree_tropical_short_d colliders
Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
SKS skinnable correct material order, and also set icon values up correctly and re-rendered icon as they had been lost
Yesterday
appended tools box to the storage adaptor allow collision group list
Yesterday
ran manifest, icon manifest and localization
Yesterday
tools box prefab created
Yesterday
tools box item created icon created, matrix model added
Yesterday
tools box file struct
Yesterday
food box repair and pickup updated
Yesterday
Force update sleeping bag map markers when toggling deep sea map layer
Yesterday
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
Yesterday
Horse mask initial model/materials/prefab
Yesterday
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities
Yesterday
Track/assign editing boat. Toggle finished flag.
Yesterday
merge from naval_update
Yesterday
merge from main
Yesterday
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
Yesterday
Updated ghost ship map marker icons Fixed rotations not matching