reporust_rebootcancel

108,632 Commits over 3,867 Days - 1.17cph!

4 Months Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
4 Months Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
4 Months Ago
4 Months Ago
Further tweaks & fix candidate for underwater torch.
4 Months Ago
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4 Months Ago
Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
4 Months Ago
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
4 Months Ago
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume While standing in a prevent building volume the IO sockets of entities will no longer appear Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
4 Months Ago
Fix ping estimation tooltip not working on browser
4 Months Ago
Merge from gesture_cancel_fix
4 Months Ago
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
4 Months Ago
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
4 Months Ago
Fixed certain biome post sometimes overriding water post and darkening it too much. Further tweaks to help the underwater torch work with the new attenuation.
4 Months Ago
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4 Months Ago
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4 Months Ago
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4 Months Ago
Enable ping estimation button by default (with convar) but keep ping estimation disabled by default
4 Months Ago
Rebuild server browser when ping estimation is turned on / off
4 Months Ago
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4 Months Ago
Merge from main -> ping_estimation_fallback
4 Months Ago
Add `runtime_profiling_persist` convar - by default runtime_profiling will turn off after restart - enable to save the convar across restarts
4 Months Ago
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4 Months Ago
Belt is now locked during surrendering or being handcuffed, to match other inventories. Added an Equip Hood radial menu to apply the prisoner hood to a handcuffed player now that their belt can't be directly modified.
4 Months Ago
Changed default fallback smoothness values to 0.15
4 Months Ago
Added new spec/metal intensity (now working) and fallback (low shader LOD) params to blend4way and packedMaskBlend shaders
4 Months Ago
cherrypicking 100552 100553 100554 100555 100575 100576 100578 100583 100593
4 Months Ago
Codegen, manifest
4 Months Ago
merge from main
4 Months Ago
Minor placement check fix, sockets handle position tweaks
4 Months Ago
Merge from main
4 Months Ago
exported blunderbus viewmodel anims with edited idle pose so the shoulder does not clip with rapid camera movements
4 Months Ago
Recycler lighting
4 Months Ago
Hill cliff placement progress
4 Months Ago
Shadow bleed fix.
4 Months Ago
NPC Vending order and vending machine cleanup Refuse used list when grabbing random entries
4 Months Ago
Cleanup visuals class Reformat targetting class
4 Months Ago
Road categories now available on networked worlds
4 Months Ago
Better placed server/client variable locations
4 Months Ago
phrases
4 Months Ago
storage warehouse material tweaks
4 Months Ago
Wallpaper reskinnable using the spraycan
4 Months Ago
divesite scene cleanup
4 Months Ago
Fixed material inspector errors when using packed mask blend shader
4 Months Ago
Progress backup
4 Months Ago
Added renderer batch component to binbag prefabs
4 Months Ago
adjusted spawn position for play mode to work
4 Months Ago
Jungle ruins initial scene setup for terrain, monument data and basic whitebox
4 Months Ago
merge from rotorwash_fixes
4 Months Ago
merge from CyclistHands
4 Months Ago
merge from HoveringBikeSpawns