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131,336 Commits over 4,262 Days - 1.28cph!

26 Days Ago
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26 Days Ago
scientist_boats_improvements_3 -> naval_update
26 Days Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
26 Days Ago
Enable pauseUntilLooted in powerplant S2P
26 Days Ago
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
26 Days Ago
updated prefab scale and added positonal offset
26 Days Ago
Implement fuse for cannon firing
26 Days Ago
boombox anim updates
26 Days Ago
Pull towards the centre the further out the boats are in the deepsea
26 Days Ago
audio files import and floating walkway audio set up
26 Days Ago
Updated model for tactical gloves
26 Days Ago
merge from Minifridge_IndustrialAdapter
26 Days Ago
Jacket snow repose
26 Days Ago
Lowered the industrial adapter socket so its not floating above the fridge when deployed
26 Days Ago
merge from naval_update
26 Days Ago
Merge from parent
26 Days Ago
exported updated chainsaw harvesting anims and slight edit of vm admire camera
26 Days Ago
prefab update
26 Days Ago
prefab update
26 Days Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
26 Days Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
26 Days Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
26 Days Ago
building planner texture update with new graphics
26 Days Ago
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
26 Days Ago
naval_update -> scientist_boat_ai_improvements_3
26 Days Ago
turret_head_animations -> naval_update
27 Days Ago
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27 Days Ago
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27 Days Ago
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
27 Days Ago
Merge: from main
27 Days Ago
Adjust rhib scientists HP
27 Days Ago
More oil rig boat ai avoidance layer adjustments
27 Days Ago
Update to rear 50cal character position + timing changes on front 50cal weapon anims
27 Days Ago
rocket launcher rpg despawn set
27 Days Ago
Fixed some indirect lighting issues with the lit shader in RRP
27 Days Ago
delete phantom minifridge icon in root
27 Days Ago
fixed animated camera issues
27 Days Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
27 Days Ago
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
27 Days Ago
merge from cargo_egress_fix
27 Days Ago
Fixed cargo still able to go through oil rig when egressing
27 Days Ago
bug fix's for a selection of player update 3p animations
27 Days Ago
Remove scrap cost from io table to bring in-line with workbench
27 Days Ago
Clatter helmet repose
27 Days Ago
merge from green_hazmat Steamunlock - todo
27 Days Ago
Texture size optimization.
27 Days Ago
Merging main branch to fpbuild_jenkins
27 Days Ago
Profiling
27 Days Ago
Merge: from spectate_dontfloodsnapshots - Bugfix for occlusion not destroying all players in UsePlayerUpdateJobs 2 mode Tests: 2p on craggy - used hill as obstruction, checked entity lists on both clients in editor
27 Days Ago
Bugfix: UsePlayerTasks - calculate end of batch correctly in SendEntityDestroyMessages_AsyncState This was causing server occlusion to skip sending some of destroy commands (from last batch), leaving a phantom player Tests: on Craggy went on behind hill, then checked editor entity list - confirmed that replicated players got removed on both ends