reporust_rebootcancel

155,690 Commits over 4,566 Days - 1.42cph!

12 Months Ago
Fixed floating island map marker text not marked as non static
12 Months Ago
merge from main
12 Months Ago
merge from ui_overhead_optims
12 Months Ago
Fixed a bunch of scaled texts not marked as non static - main menu workshop dropdown items - vendor listings - shockbyte modal
12 Months Ago
Merge from parent
12 Months Ago
script updated mesh
12 Months Ago
merge from main
12 Months Ago
Revert cargo global network group to Default (from MainIsland)
12 Months Ago
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
12 Months Ago
Codegen
12 Months Ago
Add Hand IK targets (disable when reloading) Fix front turret flapping around Fix front turret being able to clip into the floor of the boat Move player slightly further away from rear turret
12 Months Ago
primitive large lootbag halloween loot update
12 Months Ago
Disable MarkAttackerHostile on 20 static entitites found in floating cities
12 Months Ago
Fix hips staying locked when moving the turrets up and down
12 Months Ago
naval_update -> pt_boat_2
12 Months Ago
paintball_hopper uv tests
12 Months Ago
Merge from main
12 Months Ago
Paintball Gun - Blockout mesh and materials
12 Months Ago
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
12 Months Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
12 Months Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
12 Months Ago
Merge from main
12 Months Ago
Merge from island_scenes
12 Months Ago
Add compass marker for leaving the deep sea
12 Months Ago
Fixed beach chair on tropical island 1 pickupable
12 Months Ago
Add images for the other tropical islands
12 Months Ago
Merge from parent
12 Months Ago
Merge from floating_cities
12 Months Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
12 Months Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
12 Months Ago
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
12 Months Ago
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
12 Months Ago
Merge from parent
12 Months Ago
Merge from project_hammer
12 Months Ago
Merge from main
12 Months Ago
RPG fx WIP.
12 Months Ago
Muzzle position fix
12 Months Ago
Cleanup
12 Months Ago
Viewmodel render fix.
12 Months Ago
Viewmodel FX updates.
12 Months Ago
Chainsaw FX.
12 Months Ago
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
12 Months Ago
scientist_boat_ai -> naval_update
12 Months Ago
Dont kill rest of the scientists when the driver dies (not intentional)
12 Months Ago
scientist_boat_ai -> naval_update
12 Months Ago
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
12 Months Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
12 Months Ago
naval_update -> scientist_boat_ai
12 Months Ago
pt_boat_2 -> naval_update
12 Months Ago
Compile errors