reporust_rebootcancel

133,936 Commits over 4,293 Days - 1.30cph!

3 Days Ago
main -> mountplayersync_ai_bypass
3 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)
3 Days Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
3 Days Ago
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
3 Days Ago
Salvaged cleaver animation blend adjustments
3 Days Ago
Added gibs for stone component box
3 Days Ago
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
3 Days Ago
Merge from naval_update
3 Days Ago
Merge from main
3 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
3 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
3 Days Ago
S2P islands for ai zones
3 Days Ago
Day extension for march.
3 Days Ago
Revert TOD change for branch placement.
3 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.
3 Days Ago
junkpile_ladder_clip_fix -> main
3 Days Ago
junkpile_ladder_clip_fix -> main
3 Days Ago
merge from main
3 Days Ago
merge from automatedtesting
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
Updating last of the gesture anims to v4 rig
3 Days Ago
Easel placement setups for scrap and lightup frames
3 Days Ago
Remove sockets from XL and XXL for easel, comically large and unbalanced
3 Days Ago
stone, wood panel title and description updated
3 Days Ago
scrap box panel title and description updated, ran manifest, loca and icon manifest
3 Days Ago
food, meds, metal box panel title and description updated
3 Days Ago
armor box, comps box, explosive box panel title and description updated
3 Days Ago
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
3 Days Ago
updated icons for ammo, comps, stone boxes
3 Days Ago
ore box naming fix
3 Days Ago
ammo box naming fix part 2
3 Days Ago
ammo box naming fix part 1
3 Days Ago
ptboat_turret_safezone -> main
3 Days Ago
Don't allow AI or players to shoot mounted weapons when in safe zones
3 Days Ago
meds box ran manifest, localization and icon manifest
3 Days Ago
food matrix prefab tweak
3 Days Ago
meds box item, icon, prefabs. matrix models, setup
3 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
3 Days Ago
tryfind_matchiongdeployables_fix -> main
3 Days Ago
Hardening incase traced ent is null (when finding matching deployables)
3 Days Ago
Paintball Gun - hopper shader tests
3 Days Ago
merge from naval_update
3 Days Ago
Prevent crossing if the vehicle has a non whitelisted vehicles parented
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
boatai_balance_changes -> main
3 Days Ago
changes on crickets ambience values and storm ambience audio volume
3 Days Ago
main -> boatai_balance_changes
3 Days Ago
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
3 Days Ago
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