reporust_rebootcancel

128,886 Commits over 4,232 Days - 1.27cph!

7 Minutes Ago
merge from deep_sea
7 Minutes Ago
Don't run ListenServerColliderFix when the child being added to a PlayerBoat is a player. Reduces some of the FPS drop when boarding a large playerboat in Unity editor.
7 Minutes Ago
merge from naval_update
7 Minutes Ago
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
19 Minutes Ago
M92 - Texture updates
37 Minutes Ago
Hide chat log for autoswitching if the channel didn't change
38 Minutes Ago
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
1 Hour Ago
scientist_boat_ai_improvements_3 -> naval_update
1 Hour Ago
scientist_boat_ai_improvements -> naval_update
1 Hour Ago
- Better AI attacking turret distance checks - Better turret DOT checks
1 Hour Ago
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
1 Hour Ago
Fixes
1 Hour Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
1 Hour Ago
1 Hour Ago
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder medical syringe with new model and anims all functional
1 Hour Ago
Fixed fireball yellowification.
1 Hour Ago
Removed InitBounds hack in deep sea portal UpdateRenderer
1 Hour Ago
Fixed floating city losing their global networkness on save restore
1 Hour Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
1 Hour Ago
merge from naval_update
2 Hours Ago
fixed worldmodel outline not showing
2 Hours Ago
merge from main -> puzzle_reset_changes
3 Hours Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
3 Hours Ago
Ignore new multi command behaviour for binds, they already handled chaining before.
3 Hours Ago
front 50cal view model camera animations - block out
4 Hours Ago
lowered research costs to be in line with new workbench values
4 Hours Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
4 Hours Ago
Fix client boat building blocks after paste
4 Hours Ago
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
5 Hours Ago
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
5 Hours Ago
merge from main
5 Hours Ago
Reworked the supply drop to fix the visual regression.
6 Hours Ago
Add proper null check when dismounting weapon seats
6 Hours Ago
Merge from parent
6 Hours Ago
Compile fix
Today
merge from boat_building
Today
Updating rf transmitter deploy animation
Predict reload syncvar
Today
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
- Apply head animations to be in reference to the starting head position/rotation
Today
blowpipe animation updates
Today
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
Today
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
Merge from horse_medsyringe_healing
Fix mission event for healing using wrong prefab ID
Today
mini fridge corpse mesh
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
Today
Merge from parent
Today
viewmodel camera animations for rear 50cal