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128,127 Commits over 4,201 Days - 1.27cph!

4 Days Ago
Removed extra obsolete LODgroup from mannequin prefabs
4 Days Ago
Fix menu player being borked - dont need playables there
4 Days Ago
playables_fixes -> naval_update
4 Days Ago
Updated Rear Single 50 Cal Model to fix shading error
4 Days Ago
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
4 Days Ago
playables_fixes -> naval_update
4 Days Ago
Fix hold poses being screwed
4 Days Ago
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
4 Days Ago
Updated Flashlight Remake Folders to Follow Other Remake Folder Structures
4 Days Ago
merge from Halloween_25_Update
4 Days Ago
Possible MapView NRE fix
4 Days Ago
sequential commit on paintball_gun rename
4 Days Ago
added underscores to spaces in paintball_gun work files
4 Days Ago
Beenie hat repose
4 Days Ago
Test run the manifest with my latest improvements, commit manifest file and changed .meta files This removed incorrect entity labels on 404 entities
4 Days Ago
Test run the entity label cleaner, removed leftover entity labels from 47 prefabs that are no longer entities
4 Days Ago
Also include cleaning leftover GlobalBroadcast labels in the tool
4 Days Ago
merge from boat_building
4 Days Ago
Merge from parent
4 Days Ago
Fixed player placed markers not working in the deep sea The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland) This is applied across all markers - death, mission, team mates, etc
4 Days Ago
Merge from parent
4 Days Ago
Merge from fog_fixes
4 Days Ago
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
4 Days Ago
Fix NRE when spawning deep sea with no cities
4 Days Ago
Switch fog of war drawing to main thread, seems to resolve loading issues Don't allow fog updates until we've received the current state from the server
4 Days Ago
merge from naval_update/deep_sea
4 Days Ago
merge from deep_sea/billboards
4 Days Ago
Reduced main island billboard default scale, tweaked fog
4 Days Ago
Added a billboard for the main island when you're in the deep sea
4 Days Ago
scientist_boats_gameplay_2 -> naval_update
4 Days Ago
Dont turn the leg animators on for NPCs - its glitchy right now
4 Days Ago
Add PT loot spawning
4 Days Ago
merge from naval_update
4 Days Ago
Do RHIB/PT Boat loot spawning from static spawn methods instead
4 Days Ago
4 Days Ago
scientist_boats_gameplay_2 -> naval_update
4 Days Ago
Compile fixes
4 Days Ago
Fixed somne bugs with scientist boat oil rig manager
4 Days Ago
Mark TC as static
4 Days Ago
A group of scientist boats will now spawn at large oil rig: - On puzzle reset we will check how many are at oil rig and ensure we are <= 3 - If not captured these boats will be deleted on save/load - Will stay around oil rig in a 100 meter radius
4 Days Ago
Tweaked deep sea fog
4 Days Ago
Prevent open and close commands when the deep sea is busy (opening or closing)
4 Days Ago
Fix negative displacements being clipped Scale vector by radius after sample Clamp to avoid any extremes Falloff by distance from centre of mesh and scale of mesh Displace only when vector does not cross centre of mesh
4 Days Ago
Don't parent the exit portal, to keep it consistent with entrance portal
4 Days Ago
merge from cannon_animation_fixes
4 Days Ago
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
4 Days Ago
Set additional entities as static so industrial adapters & codelocks parented are also considered static - furnaces / ovens (exclude BBQ because they open & close) - fridge - lockers - codelocks themselves (was accounting for doors but not the codelocks individually)
5 Days Ago
merge from main -> optimize_reduce_dynamic_occlusion
5 Days Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
5 Days Ago
Fix two playable graphs running at the same time for each player, which seems to fix everything else.