reporust_rebootcancel

134,912 Commits over 4,324 Days - 1.30cph!

6 Days Ago
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
6 Days Ago
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
6 Days Ago
Merge from main
7 Days Ago
Make "Fire" take 2.5 seconds - shorten cooldown from 4 -> 2 seconds to compensate - using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one Keep setting up prefab - enable repair - set max health - reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
7 Days Ago
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7 Days Ago
merge from main/naval_update
7 Days Ago
HorseMask setup
7 Days Ago
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7 Days Ago
Merge from naval_update
7 Days Ago
Merge from naval_missions
7 Days Ago
Merge from naval_update
7 Days Ago
Merge from main
7 Days Ago
Fix some weirdness with how missions were first getting loaded from player state on player entered game Expand log if loaded objective count data is wrong
7 Days Ago
6 million microadjustments to the sky/weather to compensate for the black crush fix.
7 Days Ago
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
7 Days Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
7 Days Ago
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
7 Days Ago
Fixing more rotational errors
7 Days Ago
Fixing rotational errors for gesture anims
7 Days Ago
talking animation polish pass
7 Days Ago
Merge: from main
7 Days Ago
pt boat engine audio loop tweaks
7 Days Ago
Fix issues with clearing missions when resetting player state
7 Days Ago
Another attempt at fixing npcs going through tropical ruins doors
7 Days Ago
merge back updated tropical1
7 Days Ago
Adding v4 fall anim
7 Days Ago
Added additional data to the shadow preset performance results
7 Days Ago
fix balloon LOD not dynamic (text disappearing on boats)
7 Days Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
7 Days Ago
3p handcuff captive holdtype override controller and anims updated
7 Days Ago
Adding v4 door kick anim
7 Days Ago
Rebake trop1
7 Days Ago
merge from naval_update
7 Days Ago
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7 Days Ago
Adding mixamo to v4 anim transfers
7 Days Ago
Fix some traces not being added in the correct category of the npc visual debugger
7 Days Ago
Merge: from leavedeepsea_teleport_fix - Bugfix: using leavedeepsea should no longer cause random bugs/random wake up positions Tests: went on to a ghostship, then used leavedeepsea
7 Days Ago
Codegen
7 Days Ago
Bugfix: unparent player if running leavedeepsea This fixes player waking up in random location, potentially being killed for going out of bounds Tests: on Craggy, went up to ghostship top and used leavedeepsea couple times
7 Days Ago
- When sniped, make scientists hide before returning fire - Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
7 Days Ago
merge from main -> mortar_prototype
7 Days Ago
added new pickup sound for coconut
7 Days Ago
Skip food detection on scientists
7 Days Ago
Shader preset balancing pass
7 Days Ago
Subtract 141985 (merge from client_parenting_callback_fix)
7 Days Ago
Merge from naval_update
7 Days Ago
Rename a cannon collider to fix duplicate warning
7 Days Ago
Fully cancel pt boat turret reload if someone jumps off whilst its reloading
7 Days Ago
Merge from naval_update
7 Days Ago
Merge from deesea_alarm_component_remove