reporust_rebootcancel

128,119 Commits over 4,201 Days - 1.27cph!

Yesterday
merge from terrain_potato_disable
Yesterday
building_planner_viewmodel -> main
Yesterday
Added a mask for the dlc tab
Yesterday
PTBoat 50cal turret and loot storage sound changes
Yesterday
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
Yesterday
Fixed owned Steam dlc not being added to the owned items dict
Yesterday
merge from helicopter_flare_balance_pass -> main
Yesterday
codegen + protobufs after merge conflict resolution
Yesterday
merge from main
Yesterday
Manifest
Yesterday
Compile fix, codegen
Yesterday
change flare entity proto enum to dodge naval update conflicts
Yesterday
Adding sitting v4 anims
Yesterday
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Yesterday
Moved storage adaptor protobuf to 217 209 to 216 is reserved for naval_update Codegen
Yesterday
merge from main
Yesterday
code clean up, fix change for dropping grenades
Yesterday
Tactical Gloves LODs
Yesterday
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Yesterday
Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water - both are querying shore vector and water depth information from the same points, we should do this in one place and - need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
Yesterday
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
Yesterday
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Yesterday
Hoodie LODs - Female
Yesterday
Syringe animation updates
Yesterday
Hoodie LODs - Male
Yesterday
Merge: from save_viewer_extras - Save viewer can now filter for mobile(Sync Position) prefabs - It can also aggregate by prefab Tests: opened a save from the playtest
Yesterday
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not Shows count in aggregate mode, otherwise shows ID and Parent ID Tests: opened a save from playtest
Yesterday
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
Yesterday
merge from deep_sea
Yesterday
Update(editor): SaveViewer - sort aggregates in descending order by default Tests: viewed a save in aggregate mode
Yesterday
merge from boat_building
Yesterday
Update(editor): SaveViewer - add toggle to aggregate by prefab Tests: inspected aggregated entities from playtest save
Yesterday
Floor frame fixes
Yesterday
Fix scientists rushing when grenade throw fails
Yesterday
Remove the animation on build
Yesterday
tweaked guide material settings for enhanced readability of geometric details
Yesterday
changed RPG7 name to RPG Launcher in engine file
Yesterday
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation Renamed some stuff to avoid confusion
Yesterday
Eye following view (if you want it)
Yesterday
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
Yesterday
Merge from fish_pie_buff
Yesterday
Bumped fish pie comfort from 25% to 100%
Yesterday
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
Yesterday
Let's not server cull the collision for hull.triangle...
Yesterday
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
Yesterday
Test branch for alex
Yesterday
Updated HLODs for FC 2,3 and 4
Yesterday
persistance++ blueprint wipe
Yesterday
removed workbench scrap crafting cost, scrap to be invested stright into unlocks