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134,885 Commits over 4,324 Days - 1.30cph!

16 Days Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
16 Days Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
16 Days Ago
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
16 Days Ago
Salvaged cleaver animation blend adjustments
16 Days Ago
Added gibs for stone component box
16 Days Ago
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
16 Days Ago
Merge from naval_update
16 Days Ago
Merge from main
16 Days Ago
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
16 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
16 Days Ago
S2P islands for ai zones
16 Days Ago
Day extension for march.
16 Days Ago
Revert TOD change for branch placement.
16 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.
16 Days Ago
junkpile_ladder_clip_fix -> main
16 Days Ago
junkpile_ladder_clip_fix -> main
16 Days Ago
merge from main
16 Days Ago
merge from automatedtesting
16 Days Ago
merge from main
16 Days Ago
merge from main
16 Days Ago
Updating last of the gesture anims to v4 rig
16 Days Ago
Easel placement setups for scrap and lightup frames
16 Days Ago
Remove sockets from XL and XXL for easel, comically large and unbalanced
16 Days Ago
stone, wood panel title and description updated
16 Days Ago
scrap box panel title and description updated, ran manifest, loca and icon manifest
16 Days Ago
food, meds, metal box panel title and description updated
16 Days Ago
armor box, comps box, explosive box panel title and description updated
16 Days Ago
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
16 Days Ago
updated icons for ammo, comps, stone boxes
16 Days Ago
ore box naming fix
16 Days Ago
ammo box naming fix part 2
16 Days Ago
ammo box naming fix part 1
16 Days Ago
ptboat_turret_safezone -> main
16 Days Ago
Don't allow AI or players to shoot mounted weapons when in safe zones
16 Days Ago
meds box ran manifest, localization and icon manifest
16 Days Ago
food matrix prefab tweak
16 Days Ago
meds box item, icon, prefabs. matrix models, setup
16 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
16 Days Ago
tryfind_matchiongdeployables_fix -> main
16 Days Ago
Hardening incase traced ent is null (when finding matching deployables)
16 Days Ago
Paintball Gun - hopper shader tests
16 Days Ago
merge from naval_update
16 Days Ago
Prevent crossing if the vehicle has a non whitelisted vehicles parented
16 Days Ago
merge from naval_update/deep_sea
16 Days Ago
boatai_balance_changes -> main
16 Days Ago
changes on crickets ambience values and storm ambience audio volume
16 Days Ago
main -> boatai_balance_changes
16 Days Ago
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
16 Days Ago
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16 Days Ago
travelling_vendor_vis_fix -> main