reporust_rebootcancel

130,173 Commits over 4,232 Days - 1.28cph!

Yesterday
scientist_boat_ai -> naval_update
Yesterday
merge from naval_update
Yesterday
Add first person reload animations to cannons with placeholder head animation, make fuse animation time configurable and lower it from 3s to 1s (might need to go even lower).
Yesterday
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
Yesterday
Swapped turret animations from the playables system to the regular playables animator Ensure AI play reload and shoot animations when on the turrets
Yesterday
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview
Yesterday
Merge from steering_wheels_fix
Yesterday
Fix shared names on blackjack machine collision, resolves warning
Yesterday
merge from main/naval_update/modular_boat_sounds
Yesterday
Dont allow ai turrets to move if ai.move is false
Yesterday
sound import setting tweaks
Yesterday
Dont move scientist boats if Ai.Move is false
Yesterday
Change scientist boat spawn edge margin from 300 -> 900
Yesterday
Early exit out our update loop if there are no connections inside a large radius
Yesterday
Add physics impact/lurch sounds to modular boats Remove brute-force client side cached data update
Yesterday
naval_update -> scientist_boat_ai
Yesterday
merge from main/naval-Update
Yesterday
Fixed boats stopping if the player is on the edge of the plank
Yesterday
Add safe zone triggers to all floating cities, S2P+HLOD all of them
Yesterday
Merge from floating_cities
Yesterday
Fixed missing barrel transform on static sentries throwing NRE's when firing WIll need to S2P floating citites, have other changes to make first
Yesterday
Fix elevators on floating city not working after a server restart
Yesterday
merge from force_scene_deep_sea -> naval_update
Yesterday
Enable `forceDeepSea` in GameSetup in all the tropical scenes
Yesterday
Re-add deepsea.cs convar file because plastic - codegen
Yesterday
Add bool option to GameSetup to force the scene to be considered inside the deep sea - sets convar `force_scene_deep_sea` to be true (editor only)
Yesterday
hooked up event birthday balloons with new prefab
Yesterday
balloon icons and set their health low
Yesterday
added sss to latex balloons, stripped out old gibs, fixed collision on speechbubble balloon, added new guidemeshes for all
2 Days Ago
Bunch of wip dock and edit work
2 Days Ago
Arctic Hazmat repose/lods
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Cleanup spawning code, we don't need the global broadcast parameter anymore - its set in the prefabs
2 Days Ago
Restored BoatBuildingBlock retarget when entering portals Fixed error when adding the same ent multiple times to crossing entities list
2 Days Ago
removed boat planner folder (files are now in planner folder)
2 Days Ago
Building planner wip - rigged & skinned new mesh - updated anims - intial viewmodel setup - Boat planner files moved to planner folder - renamed models from blueprint to building_planner - set up buidling planner worldmodel prefab - gave planner entity appropriate suffix
2 Days Ago
Tropical 4 underwater treatment.
2 Days Ago
Tropical 3 underwater treatment.
2 Days Ago
Tropical1 underwater treatment
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Set ghost ship prefabs as globally networked in deep sea realm by default
2 Days Ago
Tropical2 underwater treatment.
2 Days Ago
Moved deep sea portal OnTriggerStay to invokes Added deepsea.printTriggerState command to debug the state of deep sea triggers
2 Days Ago
Offshore spawn stuff
2 Days Ago
Build area must be free of players and entities for dock & edit to work
2 Days Ago
pt_boat_turrets -> naval_update
2 Days Ago
Covered another case ^
2 Days Ago
Update MustPlaceOnBoat error text
2 Days Ago
Can't try to fire whilst reloading
2 Days Ago
Masked out the rear 50 cal turret body animation