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132,661 Commits over 4,293 Days - 1.29cph!

3 Months Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
3 Months 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)
3 Months Ago
Splats
3 Months Ago
merge from vclouds_demo_timescale_fix
3 Months Ago
fix cloud movement hitching in timescaled demo
3 Months Ago
merge from construction_guide_missing_normal_maps
3 Months Ago
fix some construction guides missing normal maps
3 Months Ago
Progress
3 Months 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)
3 Months Ago
merge from fix_ghost_ship_parenting -> naval_update
3 Months 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
3 Months Ago
merge from vclouds_amd_seam_fix
3 Months Ago
fix vertical seam in vclouds weather map on AMD
3 Months Ago
merge from ui_overhead_optims
3 Months Ago
Fixed shockbyte popup icons not being marked as dynamic
3 Months Ago
merge from main
3 Months Ago
fixed issue with metal detector anims
3 Months Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
3 Months Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
3 Months Ago
merge from naval_update/deep_sea
3 Months Ago
Codegen
3 Months Ago
More deep sea logs Added tree count to deepsea.printentitycount
3 Months Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
3 Months 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
3 Months Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
3 Months Ago
Mesh fixes and tweaks for the CH47 casino variant
3 Months Ago
collision fixes on barge oil rig legs prison security tower
3 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
3 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
3 Months Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
3 Months Ago
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3 Months Ago
Chinook avoids the deep sea side when randomising its spawn position
3 Months Ago
merge from shore_vectors
3 Months Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
3 Months Ago
Editor force on helicopter compile fix
3 Months Ago
RPG7 - Texture & material update, icon
3 Months Ago
rpg skin vm animations edited
3 Months Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
3 Months Ago
un-gate indirect instancing for testing purposes
3 Months Ago
Fix build by scrapping the function pointer idea.
3 Months 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.
3 Months Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
3 Months Ago
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3 Months Ago
merge from physics_pass_two
3 Months Ago
playerboat wavePID balance
3 Months Ago
merge from editor_force_on_helicopter - resolved merge conflict
3 Months Ago
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3 Months Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)