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131,019 Commits over 4,232 Days - 1.29cph!

5 Minutes Ago
merge from Cannon_Animation
7 Minutes Ago
boat steering anim update
14 Minutes Ago
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
14 Minutes Ago
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
19 Minutes Ago
Merge from parent
48 Minutes Ago
More shore material tweaks
1 Hour Ago
fixed floating net, incorrect material assignment to rope_docks on ghost ships
1 Hour Ago
fixed incorrect surface types on adobe frame prefabs
2 Hours Ago
Adjust tropical shore settings
2 Hours Ago
Add tropical underwater visual parameters and blend with shore distance
2 Hours Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
2 Hours Ago
Actually apply and respect render layers when instancing
5 Hours Ago
Fixed boat splash fx not turning back on when a camera re-enters range
5 Hours Ago
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
5 Hours Ago
Merge from island_scenes
6 Hours Ago
Merge from parent
6 Hours Ago
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
6 Hours Ago
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
Today
Redo confetticannon.deployed renderer simplification
Today
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
Today
Merge from mute_dialog_warning_fix
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
Today
Merge from floating_cities (stomped prefabs, will need to S2P)
Today
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
Today
Remove boat door from tutorial
Tweaked deep sea generation, entities are more clustered
merge from naval_update
Today
merge from boat_building
Today
compile fix
Today
Merge from extended_decay