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128,127 Commits over 4,201 Days - 1.27cph!

11 Days Ago
Final splatting/sculpts.
11 Days 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
11 Days 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
11 Days Ago
merge from misc_fixes
11 Days Ago
added indicators for ammo types: slug, smoke, buckshot
11 Days Ago
Fix muzzle fire appearing at the wrong place
11 Days Ago
Re-apply CodeGen
11 Days 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.
11 Days Ago
Swap to the rigged versions of the 50 cals
11 Days Ago
Reset some CodeGen to their state on /main
11 Days Ago
merge from fix_deep_sea_network_layer -> naval_update
11 Days Ago
CodeGen
11 Days Ago
Fixed front turret only reloading the left 50 cal
11 Days Ago
Rebase on /main
11 Days Ago
Fix SV_ReloadStart error on rear turret
11 Days Ago
Another manifest Finally working with some clean prefabs
11 Days Ago
bug fixes, cleaned up scene folders
11 Days Ago
audio clip properties updates
11 Days Ago
added ADS attack anim for rpg skin viemodel
11 Days 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
11 Days Ago
DLC tab background fading
11 Days Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
11 Days Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
11 Days Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
11 Days Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
11 Days Ago
Splats & sculpts.
11 Days Ago
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11 Days Ago
Rebase on /main
11 Days Ago
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11 Days Ago
Atlases, cleanup
11 Days Ago
Removed ability to repair helicopters that are in flight
11 Days Ago
merge from naval_update
11 Days Ago
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
11 Days Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
11 Days Ago
11 Days Ago
conditional art models, textures, material and initial prefabs setup
11 Days Ago
unlock test
11 Days Ago
Added sounds and support for an audio cue for when the wheel is centred
11 Days Ago
Realign rear turret again
11 Days Ago
Merge from shadow_cascades_light_leak_fix
11 Days Ago
Merge from main
11 Days Ago
Warhammer store page
11 Days Ago
edited small engine anims as they were too subtle previously
11 Days Ago
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine. Make LookingAtEngine virtual on VehiclePrivilege. Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
11 Days Ago
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11 Days Ago
Recreate the left,right and single 50 cal entities with the new prefabs Get it hooked up like before
11 Days Ago
Fix NRE in server builds when scientists are talking to each other