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130,220 Commits over 4,232 Days - 1.28cph!

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