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127,461 Commits over 4,201 Days - 1.26cph!

4 Days Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
4 Days Ago
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)
4 Days Ago
Splats
4 Days Ago
merge from vclouds_demo_timescale_fix
4 Days Ago
fix cloud movement hitching in timescaled demo
4 Days Ago
merge from construction_guide_missing_normal_maps
4 Days Ago
fix some construction guides missing normal maps
4 Days Ago
Progress
4 Days Ago
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)
4 Days Ago
merge from fix_ghost_ship_parenting -> naval_update
4 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
4 Days Ago
merge from vclouds_amd_seam_fix
4 Days Ago
fix vertical seam in vclouds weather map on AMD
4 Days Ago
merge from ui_overhead_optims
4 Days Ago
Fixed shockbyte popup icons not being marked as dynamic
4 Days Ago
merge from main
4 Days Ago
fixed issue with metal detector anims
4 Days Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
4 Days Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
4 Days Ago
merge from naval_update/deep_sea
4 Days Ago
Codegen
4 Days Ago
More deep sea logs Added tree count to deepsea.printentitycount
4 Days Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
4 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
4 Days Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
4 Days Ago
Mesh fixes and tweaks for the CH47 casino variant
4 Days Ago
collision fixes on barge oil rig legs prison security tower
4 Days Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
4 Days Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
4 Days Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
4 Days Ago
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4 Days Ago
Chinook avoids the deep sea side when randomising its spawn position
4 Days Ago
merge from shore_vectors
4 Days Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
4 Days Ago
Editor force on helicopter compile fix
4 Days Ago
RPG7 - Texture & material update, icon
4 Days Ago
rpg skin vm animations edited
4 Days Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
4 Days Ago
un-gate indirect instancing for testing purposes
4 Days Ago
Fix build by scrapping the function pointer idea.
4 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.
4 Days Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
4 Days Ago
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4 Days Ago
merge from physics_pass_two
4 Days Ago
playerboat wavePID balance
4 Days Ago
merge from editor_force_on_helicopter - resolved merge conflict
4 Days Ago
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4 Days Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)