reporust_rebootcancel

121,569 Commits over 4,048 Days - 1.25cph!

4 Years Ago
Added the ability to not early exit from WaterSystem, allowing us to get the overall water depth at a position even if the Y is above the water Simplified depth calculations in several locations Tag fixups and fish randomisation tweaks
4 Years Ago
Fixed worldmodel glows
4 Years Ago
Hooked up new submarine collision FX
4 Years Ago
Can no longer pick up boom boxes in another player's TC auth
4 Years Ago
Fixed a case where connected speakers would play audio even if they weren't powered NRE fix
4 Years Ago
Hooked up submarine bow wave FX
4 Years Ago
Merge from boomboxsync
4 Years Ago
Add a few radio stations
4 Years Ago
Submarine physics edits. Fix turning not really working when travelling in reverse.
4 Years Ago
- Hooked up prop splash FX. - Show external FX if player is in third person view.
4 Years Ago
Look all fishable item definitions up at runtime, no longer need to add them to the list
4 Years Ago
Disable IsDestroyed assertion completely again
4 Years Ago
Show fishing line during catch success animation, snap end point of line to the fish mouth
4 Years Ago
Added Sardine, Herring
4 Years Ago
Yellow perch viewmodel and world item hookup
4 Years Ago
Less submarines on my test map
4 Years Ago
Fixed incorrect holster offset for fishing rod
4 Years Ago
Fixed not copying default wiggle speed
4 Years Ago
Now only running the entity OnDestroy assert on the server as at the moment on client, a bunch of these come up when first connecting to a procedural map (although that's probably an issue in itself). Note that this assert is editor-only as well.
4 Years Ago
Initial animator hookup (used instrument animator slots for different states) Reduced chance for fish to pull away during catch process
4 Years Ago
It seems that a mountable type somewhere on procedural isn't being destroyed in the proper way. There was already an assert in BaseNetworkable to detect this, but it was commented out. Fixed the reason it was commented out (spam on editor playmode exit) and reinstated it. This has been commented out for over five years so who knows what it might show up.
4 Years Ago
Various water tweaks
4 Years Ago
Merge Main->Submarine
4 Years Ago
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4 Years Ago
Merge Submarine->HDRP_Art_Backport (aux)
4 Years Ago
Fix solo sub internal FX NRE
4 Years Ago
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4 Years Ago
Add null check in mountable FixedUpdateCycle
4 Years Ago
Exposed some extra params on water overlay for Petur.
4 Years Ago
Added a few settings, hooked up a basic shader to check everything is working as intended.
4 Years Ago
The underwater surface plane responds to depth. The sky is no longer crystal clear at extreme depth.
4 Years Ago
Added a bunch of scripts from my ocean experiments
4 Years Ago
Added job packages
4 Years Ago
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
4 Years Ago
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4 Years Ago
merge from //bypass_tunnels
4 Years Ago
Merge from main
4 Years Ago
merge from submarine
4 Years Ago
Don't decay the deployed boom box while it plays audio
4 Years Ago
Fish can now swim away from player while being caught Tweaked resistance values
4 Years Ago
Shake viewmodel when line is strained via code (animator layer is still there, still unused) Reduced reel in speed
4 Years Ago
Sub prefab update
4 Years Ago
Fix exterior dive bubbles playing when player first dismounts. Set all sub FX to not autoplay on show.
4 Years Ago
Removed some distortion when connecting/disconnecting
4 Years Ago
Disable the exterior FX that aren't hooked up yet
4 Years Ago
Hooked up the exterior versions of the ambient bubbles, dive bubbles, cabin lights
4 Years Ago
Potentially figured out syncing multiple boom box's to the same URL
4 Years Ago
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4 Years Ago
Merge Main->Submarine
4 Years Ago
Interior/exterior FX split