reporust_rebootcancel

131,098 Commits over 4,232 Days - 1.29cph!

Today
Merge from heli_fixcars_changes_2
Today
Merge from cargoship_updatemovement_nre_fix
Today
Merge from deleteentitiesbyshortname_fix
Today
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now) assign base defs to some of the floating city ambience zones
Today
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
Today
Fix MountedWeaponSeat client compile error
Today
Small ramp will stop if it detects a blockage on the construction layer
Today
Use no displacement version of ground plants for floating city pot plants
Today
Add a vehicle world collider to the plank
Today
Fixed some floating city colliders with negative scale, S2P all of them
Today
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale
- Re-setup, will need wes to fix the rest
naval_update -> Cannon_Animation
Add reset trigger support
pt_boat_polish_pass_2 -> naval_update
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
merge from naval_update/deep_sea
merge from deepsea_generation_tweaks
Today
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
- Setup new attack effect on front + rear turret - Added and wired up lights to pt boat (ai wil auto do this) - Added and wired up lights to turret
Today
S2P + HLOD all floating cities
Yesterday
Merge from floating_cities (stomped prefabs, will need to S2P)
Yesterday
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
Yesterday
Remove boat door from tutorial
Yesterday
Tweaked deep sea generation, entities are more clustered
Yesterday
merge from naval_update
Yesterday
merge from boat_building
Yesterday
compile fix
Yesterday
Merge from extended_decay
Yesterday
Reset decay when converting to editable
Yesterday
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Yesterday
WIP on standardized object health display conditions
Yesterday
Add BoatBuildingBlockDecay.DecayDelayMinutes. Delay boat building block decay by 30 minutes.
Yesterday
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Yesterday
Add BoatBuildingBlockDecay derrived class of BuildingBlockDecay. Add BoatBuildingBlockDecayDurationMultiplier convar. Boat building block decay duration doubles the standard decay by default. Replaced BuildingBlockDecay with BoatBuildingBlockDecay on all player boat building block prefabs.
Yesterday
naval_update -> pt_boat_polish_pass_2
Yesterday
Added "hull" to name check for isFoundation in BuildingBlockDecay
Yesterday
Scene2prefab
Yesterday
Fixed mounting issues on sofa in the casino
Yesterday
Boat damage cooldown fix
Yesterday
Finishing building via steering wheel now correctly runs the same clientside validations and toasts as finishing via the BBS
Yesterday
merge from main/naval_update
Yesterday
Optimized improvised walkway LOD2 meshes (support variants only)
Yesterday
merge from boat_building
Yesterday
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
Yesterday
Fix occasional sail state/interaction being fucked after a load.
Yesterday
Diving Fins Repose
Yesterday
fix birthday hat with mannequin giving free light
Yesterday
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes
Yesterday
Fix NRE on bradley's death