reporust_rebootcancel

128,797 Commits over 4,201 Days - 1.28cph!

Today
material simplifications on temperate_portacabin_building_300_600
Merge from naval_update
- Fix deep sea map marker jitter - Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
Today
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
Today
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
Today
shadow proxy mesh for smallOceanWreckBuoy
Today
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
Today
made ProceduralMapEmpty more empty
Today
merge from main
Today
Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
Today
merge from rpg_storepage
Today
merge from deepsea_terraintexturing_leak
Today
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
Today
Updated RPG store video
Today
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
Today
RPG steam icon
Today
Fixed RPG store page using the wrong atlas
HeavyPlatePants repose/lods
HeavyPlateJacket repose/lods
Today
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
Today
merge from engine_improved_fuel_access
Today
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
Today
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
Today
merge from floating cities
Today
merge from naval update
Today
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
Today
Merge from parent
Today
fixed paddling pool static and its water plane not culling adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables ridiculous spinner wheel dropbox drawing distances fixed arcade machine static, bunch of optims
Today
Merging main to main/fpbuild_jenkins
Today
Updating flare rig joints
Today
▉▆▇▆▄▄▅▅▇ ▊▉▄▄▆▆▆ ▍▇▇▇▊▅ ▄▇▍▉▌▅▋▋▇ ▄▉▅ ▅▄▇▄▍▅▅ ▍▇▇█▋▌ ▍▉ ▊▉█▅▅ ▉▇▆ ▍▇▉▆▍
Today
FC barge 3600/4200 shadow proxies
Today
disabled shadow casting on some outliers from floating walkways set prefabs
Today
▇█▅▄▇▌█▅▊ ▇▅█ ▌▅▄█▇▊ ▅▄▌▊ ▄▆▇▊▋ █▄▌▅█ ▅▄▄▋█▍▍▋ ▉▆▌▊▆▉▋▌▍ ▌▌▋▋▍▇▋█▌▊▊
Today
Merge from main_merge_31_oct_try_again
Today
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
Today
Fixed wonky 3P chainsaw orientation.
Today
Merge from shiplighting
Today
Merge from foliage_instancing
Today
Merge from (parent) naval_update.
Today
Added lighting to the 4 variants with bespoke tweaks.
Today
Spotlight.on.cool flare tweak.
Today
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
Today
Merge from main (deeply cursed merge) Manual changes in: GameManifest-Generate.cs CopyPaste.cs BaseNetworkable.cs BaseEntity.server.cs - could not merge at all, ran text merge GeneralEditorPrefProvider.cs - could not merge at all, ran text merge GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
Today
Merge from foliage_swap
Today
Merge from main
Today
Override the lerp, not the position
Today
Add rotateAroundMuzzlePoint slider to ViewmodelSway component Add a overrideSwayOriginPoint field, can be used to modify the other side of the sway lerp (overrideSwayOriginPoint -> muzzlePoint with rotateAroundMuzzlePoint lerp value)
Today
Removed swimScale and swimSpeed from riflebullet and snowballgunbullet Projectiles as it was contributing to trajectory mismatch projectile invalids
Yesterday
material color tweak to better track the unoptimised original look