reporust_rebootcancel

132,989 Commits over 4,293 Days - 1.29cph!

Yesterday
Fix workshop player models not playing their animations.
Yesterday
Merge from naval_update
Yesterday
updated w wallpaper.anim.controller with correct anims
Yesterday
Wallpaper tool third person animator setup to receive updates to surface type for different deploy animations Removed unrigged model from wallpaper tool entity, correct third person model for surface type now gets enabled/disabled
Yesterday
Reimplement 138920 and 138922
Yesterday
Store navmesh modifier volumes in a sparse grid for faster retrieval
Yesterday
Reimplement 138911 (turret dryfire)
Yesterday
merge from main
Yesterday
Fixed Heavy Scientist and Scientist Plushies from disappearing on boat building or editing, was missing Vehicle Large groundwatch layer
Yesterday
Tweak position of codelock on steering wheel to fix bolts clipping.
Yesterday
Disable PlayerBoat clippingChecks, they're not used currently and handled elsewhere
Yesterday
boatai_leftover_logs_2 -> main
Yesterday
Merge: from triggerparentdelayedexit_optim - Nothing, this just fixes merge history to avoid showing it as a non-merged branch Tests: none, no files changed
Yesterday
final folder cleanup - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
Yesterday
merge from naval_update
Yesterday
merge from sprinkler_vis_refactor
Yesterday
Remove mobile splashables from mobilePositions when deregistering
Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
Merge: from main
Yesterday
boogieboard ejectorseat and raft idle updates
Yesterday
rigged wallpaper and intial setup. Need martyn to look at
Yesterday
Fixed buoy material reverting to green because of RendererLOD, switched to MPB too
Yesterday
set up steam items for scientist and heavy scientist plushies, fixed invisible world model and wrong collision on heavy scientist plushie, fixed missing world model outline on scientist plushie, fixed repair and pickup references on both
Yesterday
Moved boat shop vendor up in FC3 to fix leg clipping. Ran S2P.
Yesterday
Increased deep sea buoy flare LOD distance
Yesterday
Fix a couple of bugs with boat health after loading
Yesterday
Last deep sea wipe alarm now loops
Yesterday
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
Yesterday
Fix respawn position issue when boats are saved during dying
Yesterday
Increased deep sea exit portal map marker size
Yesterday
set frame textures to 2k
Yesterday
Portal buoy lights change depending on deep sea state
Yesterday
Merge from boat_inside_test
Yesterday
merge from main
Yesterday
merge from naval_update
Yesterday
Set the new ramp colliders to wood material
Yesterday
merge from ScientistPlushie
Yesterday
merge from HeavyScientistPlushie
Yesterday
Fix foliage placement orientation on rotated islands
Yesterday
Merge from naval_update
Yesterday
More accurate shootable collision on small ramp
Yesterday
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Yesterday
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Yesterday
Merge from naval_update
Yesterday
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Yesterday
Merge from main
Yesterday
Merge from sprinkler_vis_refactor
Yesterday
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities