reporust_rebootcancel

127,316 Commits over 4,201 Days - 1.26cph!

Yesterday
Ensure players are properly killed
Yesterday
Moved Small_Ramp folder to Deployable/BoatBuilding Created small ramp deployable and item Created convex colliders for base section Applied Door component, generated icon, applied gibs
Yesterday
Dont do any clipping checks for AI on the PT Boat and RHIB
Yesterday
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Yesterday
█▊▋▍▍▆▄ ▋▆▇▌▊▆█▍▄▍: '▆▊' -> '▄▋' :▌▅▊▆:
Yesterday
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
Yesterday
Changed how rockets and flares get added to the attack heli when using fixcars command: Fixcars 1 -> Inserts 1 row of flares Fixcars 2 -> Inserts 1 row of flares and HV Fixcars 3 -> Inserts 1 row of flares, HV and Incen Fixcars (with no parameters) -> Gives flares and HV's (behaviour remains the same)
Yesterday
Splats
Yesterday
merge from vclouds_demo_timescale_fix
Yesterday
fix cloud movement hitching in timescaled demo
Yesterday
merge from construction_guide_missing_normal_maps
Yesterday
fix some construction guides missing normal maps
Yesterday
Progress
Yesterday
Helicopter Balance pass: Flares - removed the ability for passengers to manually throw flares from helicopters - added flares to minicopter & scrappie - hot air balloon can cut engines to avoid homing missiles (after 5s of engine being off)
2 Days Ago
merge from fix_ghost_ship_parenting -> naval_update
2 Days Ago
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
2 Days Ago
merge from vclouds_amd_seam_fix
2 Days Ago
fix vertical seam in vclouds weather map on AMD
2 Days Ago
merge from ui_overhead_optims
2 Days Ago
Fixed shockbyte popup icons not being marked as dynamic
2 Days Ago
merge from main
2 Days Ago
fixed issue with metal detector anims
2 Days Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
2 Days Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Codegen
2 Days Ago
More deep sea logs Added tree count to deepsea.printentitycount
2 Days Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
2 Days Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
2 Days Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
2 Days Ago
Mesh fixes and tweaks for the CH47 casino variant
2 Days Ago
collision fixes on barge oil rig legs prison security tower
2 Days Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
2 Days Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
2 Days Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
2 Days Ago
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2 Days Ago
Chinook avoids the deep sea side when randomising its spawn position
2 Days Ago
merge from shore_vectors
2 Days Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
2 Days Ago
Editor force on helicopter compile fix
2 Days Ago
RPG7 - Texture & material update, icon
2 Days Ago
rpg skin vm animations edited
2 Days Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
2 Days Ago
un-gate indirect instancing for testing purposes
2 Days Ago
Fix build by scrapping the function pointer idea.
2 Days Ago
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
2 Days Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
2 Days Ago
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