reporust_rebootcancel

131,924 Commits over 4,262 Days - 1.29cph!

10 Days Ago
Fixed mainland fog of war being cleared when deep sea closes
10 Days Ago
Merge from parent
10 Days Ago
Increase imposter render bounds to fix culling issues in deepsea
10 Days Ago
reduce cannon fire mech sound volume slightly
10 Days Ago
assign UI handling sounds to boat deployables
10 Days Ago
Null check in TerrainPath:FindClosest
10 Days Ago
RHIB storage sounds
10 Days Ago
Add PT Boats to deep sea vehicle whitelist
10 Days Ago
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10 Days Ago
Fixed incorrect layer on small ramp trigger allowing opening into construction Don't allow ramp to be extended if there are static world objects in it's bounds Show a blocked interaction prompt if the ramp cannot be extended
10 Days Ago
Use slightly smaller bounds when picking a spawn position for ghost ship sounds
10 Days Ago
space lr300 sounds
10 Days Ago
Fix tropical1 terrain size, and add earlier assert
10 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards)
10 Days Ago
RC (not s2p'd)
10 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]
10 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]
10 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]
10 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]
10 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]
10 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 2 of X, because Plastic is a broken mess]
10 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 1 of X, because Plastic is a broken mess]
10 Days Ago
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10 Days Ago
Dwelling prefab zero points Heightmap for ruins Scene backup
10 Days Ago
Boat prefabs
10 Days Ago
Docks
10 Days Ago
Merge from naval_update
10 Days Ago
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
10 Days Ago
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
10 Days Ago
Fix scarecrow headwrap not working on female players
10 Days Ago
merge indirect_instancing fixes
10 Days Ago
Added convar to the settings menu
10 Days Ago
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10 Days Ago
Large & small boathouse prefabs. Fixed shadow proxy on walkway large stairs.
10 Days Ago
Zero'd coords.
10 Days Ago
2 new ruins.
10 Days Ago
Potential fix for NPCAnimController NRE
10 Days Ago
Merge: from main - Bugfix: Removes client-side network group setting when updating parents - fixes phantom entities on cargoship and other global network entities Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
10 Days Ago
Update: BaseEntity.UpdateParenting no longer tries to update network group - When client receives an entity snapshot, allow it to update the network group if it's out of sync We already get network group change messages - there's no need to try to "guess" on the client and potentially desync. Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
10 Days Ago
add convar setting for hammer always displaying health info, if you dislike clutter and want to turn it off
10 Days Ago
Renaming ruins to ruins_C for clarity. Coconut hydration 60 > 50
10 Days Ago
Bugfix: Run same network-group-inheritance checks on client when recieving snapshots This resovles a scenario where dropped items/players on a cargoship/crane/etc have local net group, but client resolves global net group. Tests: Spawned cargo ship, spawned NPC, player - killed both. dropped items. flew away, destroyed them via console, flew back - they were gone
10 Days Ago
ScarecrowHead, FrankensteinMask and BanditOutfit repose
10 Days Ago
50cal reload sounds added to the animation of the single 50cal
10 Days Ago
box ore - model tweaks
10 Days Ago
Chages on the casino ambience and wind ambience
10 Days Ago
box ore - lods, gibs, prefab setup, icon setup, updated manifest and localization, icon manifest updated, updated model with matrix
10 Days Ago
Fixing health info exceptions after 1st round of testing - sinking boats, generalized - horses health info obscuring view
10 Days Ago
Merge from naval_missions
10 Days Ago
Fixed clipping issues on temperate, tundra and arctic trees when viewing them from steep angles