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133,359 Commits over 4,293 Days - 1.29cph!

Yesterday
merge from main
Yesterday
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
Yesterday
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
Yesterday
Uzi Blockout
Yesterday
pushing_toast_fix -> main
Yesterday
Remove pushing toast log
Yesterday
cannon_clipping_fix -> main
Yesterday
Apply new cannon values to the camera head animation system
Yesterday
Merge from deploy_edit_menu_option
Yesterday
wood box game textures updated still wip
Yesterday
syncvar_inheritance_fix -> main
Yesterday
Paintball Gun - added conditional ammo meshes for worldmodel
Yesterday
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Yesterday
Add more navmesh blocking volumes to oilrigs
Yesterday
Fix scientists dying spontaneously when patrolling
Yesterday
Add "too far from shore" error message when trying to place BBS... too far from the shore.
Yesterday
Updated descriptions for some naval items
Yesterday
Disable deploy & edit option if the player doesn't have the item. Add description text stating the item is required, you must be stationary and not in the deep sea. Refactor some related functionality/checks so I can add clientside error toasts for other factors going forward.
Yesterday
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk) Reset playable graph state on disable to hopefully fix more pooling issues.
Yesterday
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Yesterday
Merge: from useplayertasks_removegroupocludee_nre - Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default) Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Yesterday
Update: merge old OcclusionGroup code and put it behind DisableNewOcclusionGroups switch - make DisableNewOcclusionGroups true by default, can be turned off with -enable-new-server-occlusion-groups command line arg Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Yesterday
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
Yesterday
paintball 3p entity update - updated position of flashlight/lasersight attachment
Yesterday
Light up frames - adjusted LODs for XL and XXL versions
Yesterday
more wip
Yesterday
Paintball gun updates - set only lasersight/flashlight as useable attachments - added viewmodel attachment override and positioned both attachments on model currectly
Yesterday
Update: declare a boot time switch to disable new server occlusion groups Need to bring back old logic for it, that'll be next. Tests: none, trivial change
Yesterday
Merge: from main
Yesterday
Tweaked two values to stop clipping issues we're seeing with the cannon
Yesterday
merge from main - added support for transparency on decal shader
Yesterday
Added support for decal layers on transparent surfaces on the Standard shader
Yesterday
stopengine_nre -> main
Yesterday
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
Yesterday
Compile fix
Yesterday
Ocean WIP.
Yesterday
wood box added prefab for box
Yesterday
wood box game model and updated prefabs, ran manifest and localization
Yesterday
Light up frames - fixed material config and paintability
Yesterday
wood box placeholder textures
Yesterday
edited paintable reactive target animtions and transition blends on anim.controller
2 Days Ago
merge from main
2 Days Ago
Migrated deep sea ocean params to new env properties section.
2 Days Ago
Cherrypicked deep sea ocean feature to test branch.
2 Days Ago
merge from indirect_instancing
2 Days Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
2 Days Ago
Codegen so domain reload works
2 Days Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
2 Days Ago
Merge from naval_update
2 Days Ago
Switch back to the mainland view on the map screen if it closes while open