reporust_rebootcancel

156,697 Commits over 4,566 Days - 1.43cph!

1 Year Ago
Merge from naval_update
1 Year Ago
Fixes
1 Year Ago
Last island.
1 Year Ago
merge from Halloween_25_Update/PH/storepage
1 Year Ago
Updated krieg backpack store media
1 Year Ago
Merge from main
1 Year Ago
Added support for steam DLCs in the store featured tab When clicking on "buy on steam" on a steam dlc from the store, we fallback to the browser if the steam overlay failed to open
1 Year Ago
Make fold out colliders convex, general prefab setup
1 Year Ago
Fixed button text that broke after merge
1 Year Ago
Setup 3rd person reload effects on turrets
1 Year Ago
Moved a cliff forward slightly to prevent the backface poking out of terrain. S2P
1 Year Ago
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1 Year Ago
Merge from parent
1 Year Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
1 Year Ago
Fixed rock clipping into sewer tunnel in water treatment plant. S2P
1 Year Ago
Disable unlocked by default on hazmat, assign steam DLC pack Setup skin item for shotgun, unlock via steam DLC pack Assign steam DLC pack for chainsword
1 Year Ago
Merge from Project_Hammer
1 Year Ago
Merge from slots_optimize
1 Year Ago
Fixed caboose slot machine
1 Year Ago
Add max texture resolution information for skinnables in the workshop scene
1 Year Ago
Merge from main
1 Year Ago
Merge from boat_building
1 Year Ago
Merge from auth2
1 Year Ago
Merge from naval_update
1 Year Ago
Compile fixes
1 Year Ago
Only show steering wheel health bar in edit mode
1 Year Ago
Rework steering wheel priv linking to fix save issue
1 Year Ago
squeeze bent normals into skin shader g-buffer
1 Year Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
1 Year Ago
Topologies
1 Year Ago
Final splatting/sculpts.
1 Year Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
1 Year Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
1 Year Ago
merge from misc_fixes
1 Year Ago
added indicators for ammo types: slug, smoke, buckshot
1 Year Ago
Fix muzzle fire appearing at the wrong place
1 Year Ago
Re-apply CodeGen
1 Year Ago
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
1 Year Ago
Swap to the rigged versions of the 50 cals
1 Year Ago
Reset some CodeGen to their state on /main
1 Year Ago
merge from fix_deep_sea_network_layer -> naval_update
1 Year Ago
CodeGen
1 Year Ago
Fixed front turret only reloading the left 50 cal
1 Year Ago
Rebase on /main
1 Year Ago
Fix SV_ReloadStart error on rear turret
1 Year Ago
Another manifest Finally working with some clean prefabs
1 Year Ago
bug fixes, cleaned up scene folders
1 Year Ago
audio clip properties updates
1 Year Ago
added ADS attack anim for rpg skin viemodel
1 Year Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control