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129,662 Commits over 4,232 Days - 1.28cph!

30 Days Ago
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30 Days Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
30 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)
30 Days Ago
Splats
30 Days Ago
merge from vclouds_demo_timescale_fix
30 Days Ago
fix cloud movement hitching in timescaled demo
30 Days Ago
merge from construction_guide_missing_normal_maps
30 Days Ago
fix some construction guides missing normal maps
30 Days Ago
Progress
30 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)
30 Days Ago
merge from fix_ghost_ship_parenting -> naval_update
30 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
30 Days Ago
merge from vclouds_amd_seam_fix
30 Days Ago
fix vertical seam in vclouds weather map on AMD
30 Days Ago
merge from ui_overhead_optims
30 Days Ago
Fixed shockbyte popup icons not being marked as dynamic
30 Days Ago
merge from main
30 Days Ago
fixed issue with metal detector anims
30 Days Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
30 Days Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
30 Days Ago
merge from naval_update/deep_sea
30 Days Ago
Codegen
30 Days Ago
More deep sea logs Added tree count to deepsea.printentitycount
30 Days Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
30 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
30 Days Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
30 Days Ago
Mesh fixes and tweaks for the CH47 casino variant
30 Days Ago
collision fixes on barge oil rig legs prison security tower
30 Days Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
30 Days Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
30 Days Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
30 Days Ago
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30 Days Ago
Chinook avoids the deep sea side when randomising its spawn position
30 Days Ago
merge from shore_vectors
30 Days Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
30 Days Ago
Editor force on helicopter compile fix
30 Days Ago
RPG7 - Texture & material update, icon
30 Days Ago
rpg skin vm animations edited
30 Days Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
30 Days Ago
un-gate indirect instancing for testing purposes
30 Days Ago
Fix build by scrapping the function pointer idea.
30 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.
30 Days Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
30 Days Ago
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30 Days Ago
merge from physics_pass_two
30 Days Ago
playerboat wavePID balance
30 Days Ago
merge from editor_force_on_helicopter - resolved merge conflict
30 Days Ago
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