reporust_rebootcancel

133,708 Commits over 4,293 Days - 1.30cph!

Yesterday
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
Yesterday
updated icons for ammo, comps, stone boxes
Yesterday
ore box naming fix
Yesterday
ammo box naming fix part 2
Yesterday
ammo box naming fix part 1
Yesterday
ptboat_turret_safezone -> main
Yesterday
Don't allow AI or players to shoot mounted weapons when in safe zones
Yesterday
meds box ran manifest, localization and icon manifest
Yesterday
food matrix prefab tweak
Yesterday
meds box item, icon, prefabs. matrix models, setup
Yesterday
Assign steam item to paintball ammo item definition Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints Remove impact effect log spam
Yesterday
tryfind_matchiongdeployables_fix -> main
Yesterday
Hardening incase traced ent is null (when finding matching deployables)
Yesterday
Paintball Gun - hopper shader tests
Yesterday
merge from naval_update
Yesterday
Prevent crossing if the vehicle has a non whitelisted vehicles parented
Yesterday
merge from naval_update/deep_sea
Yesterday
boatai_balance_changes -> main
Yesterday
changes on crickets ambience values and storm ambience audio volume
Yesterday
main -> boatai_balance_changes
Yesterday
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
Yesterday
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2 Days Ago
travelling_vendor_vis_fix -> main
2 Days Ago
meds box folder struct b
2 Days Ago
meds box folder struct a
2 Days Ago
Fixed deep sea exit buoys being visible from the main land and the other way around
2 Days Ago
merge from naval_update
2 Days Ago
Added sliders for shadow quality preset attributes and a Cascades enum for the numCascades field
2 Days Ago
Setup AI sleeping on islands, not working, still figuring out why
2 Days Ago
Component DLC Ammo Box - Added initial prefab setup, placeholder meshes and files
2 Days Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
2 Days Ago
ran manifest and localization
2 Days Ago
food box corpse added, model updates, prefab updates
2 Days Ago
food box prefab updates
2 Days Ago
exported a version of w paintball gun rig without wee little ballz
2 Days Ago
Merge from main
2 Days Ago
merge from sks_skinviewer
2 Days Ago
Merge from /tropicalocean/ Deep Sea ocean iteration, and post tweaks.
2 Days Ago
Compile fix
2 Days Ago
Lighting transition.
2 Days Ago
Clean: reclaim occludees name Tests: compiles
2 Days Ago
Fixed the issue with photo frames having the photo rendering on the frame
2 Days Ago
merge from main
2 Days Ago
merge from vending_cluster_pool_leak_fix
2 Days Ago
merge from sks_skinviewer
2 Days Ago
Set up preliminary stone component box prefabs (WIP), added LODs, deleted obsolete blockout mesh, ran manifest
2 Days Ago
Fix vending machine pool leak Vending machine map marker clusters were leaking a bunch of data every time you open the map
2 Days Ago
Added SKS to the skin viewer
2 Days Ago
Bugfix: OcclusionGroups - make subscribers leave occlusion group once player leaves it - add similar logic to subscribing to a cell This fixes the new unit test, but trips up the old (though I feel the asserts there might be wrong, need to double check). Will validate, but likely will rewrite new logic to be simpler. Tests: unit tests
2 Days Ago
Merge from naval_update