reporust_rebootcancel

124,675 Commits over 4,171 Days - 1.25cph!

2 Years Ago
Revert initial resource objectives
2 Years Ago
Fixed conveyor Filter AND mode outputting the filter success output if no items passed the filter
2 Years Ago
Fixed player potentially getting stuck in the skydiving pose when stuck between two objects and considered non grounded Skydiving animations will now only play if the players velocity is > 10, should also fix some reports of the animation triggerring while climbing ladders Fixed some IK weirdness during parachute deploy animation in third person introduced in 87586
2 Years Ago
Fixed minicopter push behaviour regression from last month Wheels weren't being updated all the time anymore and most of the minicopter push movement is via the wheels, so now we let the wheels run while we're pushing
2 Years Ago
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2 Years Ago
Removed the legacy parachute animations in the player controller, they weren't being used but were throwing some warnings on boot Improved hand IK easing on first person parachute, created a new SetParameterCurveAnimatorBehaviour behaviour to set a float parameter over time during an animator state
2 Years Ago
Added vehicles to the parachute pre deploy space checks. Prevents parachutes getting deployed too early when jumping out of the scrap transport helicopter hitting the helicopter and instantly killing the parachute
2 Years Ago
Water level must be at least 5m below the players height before deploying the parachute, fixes jumping with a parachute equipped while standing on an rhib deploying the parachute (which would immediately crash and hurt the player)
2 Years Ago
Atlas tweaks & particle system iteration
2 Years Ago
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2 Years Ago
Merge from bounds
2 Years Ago
Compile fix
2 Years Ago
Generate island locations during bootstrap, before spawn handling. DensitySpawnPopulation can now filter out island areas. Flag junkpiles_water to not spawn in outer tutorial bounds.
2 Years Ago
Calculate and save the world bounds, minus the outer area used for tutorial islands, during island spawn position generation.
2 Years Ago
merge from island_timeout. Plastic merge this merge way harder than it needed to be for some reason, but it should all be good.
2 Years Ago
Don't allow achievements to unlock or progress while in the tutorial, we want those to start processing once the player is in the real game
2 Years Ago
Added a new tutorial only chicken type that drops animal fat
2 Years Ago
Adjusted some help text
2 Years Ago
Merge from main
2 Years Ago
Merge from dof_exposer_improvements
2 Years Ago
Fixed incorrect focal distance readout
2 Years Ago
▉▇▆▊▊▍▇▊_▅▆▉▄▊_▍▊▌▆▊, █▋▅▉▄▅▍▉_▋█▆▋▆_▇▊▊▍▆▍▊ ▄▋▋ ▋▇▇▋▍▋▊▍_▇▇▆▅▄_▇▄▇▄▋▄▅ ▌▇▇ ▍▆▇▍ ▄▇▌▉ ▉▊ ▄█▆▊█ ▍▋▅▉▍█▍▅ ▊▆▍▍ ▍▍▄▊▌█▍▇ ▉▉▋▊ ▉█▌▊'▉▍ ▍▋▊▊ ▋▆ ▄ ▇█▍▄, ▄▋▊▅ █▌▊▉▄ ▆▍▆▇▌▇▄ ▉▍█▊▆▉▋ ▇▅▇▇▅▋ ▉█▍▍ ▇▉▌▄█ ▅▊▆▅█▊▍ █▆ ▌▇▆█ █▍▇▋ █▍▇▍▅▉█ ▌ █▌▄▆ ▄▇▉▍ ▄ ▌▌▇▅▄▄▇▊▄▉ ▌█▄▍▍ ▊▉▄▍▋▉▄
2 Years Ago
Set dof exposer focal size to 0.4, it's hardcoded to a few different values in normal dof handling but this is probably fine Also max out sample size
2 Years Ago
Viewmodel camera static experiment
2 Years Ago
Crazy ADS zoom thing
2 Years Ago
Merge from main -> trap_optimize
2 Years Ago
Add `auto_turret_budget_ms` and `gun_trap_budget_ms` to configure the budgeting (default 0.5ms per frame)
2 Years Ago
.meta file
2 Years Ago
Make the deployment guides transparent
2 Years Ago
Move AutoTurret to PersistantObjectWorkQueue<> (instead of invokes that requeue each frame) Add `GunTrapScanWorkQueue` to make shotgun traps budgetted to 0.5ms / frame Register turrets & shotgun traps with their budgeted queues when they are spawned & unregister when destroyed
2 Years Ago
Change List<> in PersistantObjectWorkQueue to ListHashset<> (incase many entities in the "queue" cause a slowdown) Iterate with the Array instead of ListHashSet[] because of comment claiming Array[] is 2x faster to iterate than List<> (in mono?)
2 Years Ago
Fixed being able to clear pings that are created by tutorial stages
2 Years Ago
More help videos/images Added extra supplies to hunt for food mission, prepare for combat and build kayak mission
2 Years Ago
A couple of very minor edits to buoyancy.cs
2 Years Ago
Make certain that we never shore drift RHIB on cargo ship
2 Years Ago
Don't do world edge repel on kinematic rigidbodies
2 Years Ago
Fixed corrupted block.stair.lshape.adobe building prefab. Rebuilt manifest with the prefab back in.
2 Years Ago
Serialize island timeout. Protobuf gen.
2 Years Ago
WIP island timeouts. Players have 15 minutes to reconnect before their tutorial island is returned and tutorial is cancelled. Reduce this time to 5 minutes if we're low on available islands. Added an island tick.
2 Years Ago
Finalized enabled prefab with lightex, sound loop, LODs and minor iterations.
2 Years Ago
Updated entrance prefab with dressing and lights Fixed some mesh errors
2 Years Ago
Don't allow the tech tree to be opened and make the button not interactable.
2 Years Ago
Don't allow contacts window to be opened if in the tutorial. Hide UI button for contacts if in the tutorial.
2 Years Ago
Train tunnel entrance mesh progress
2 Years Ago
Bass, cowbell, flute, guitar, jerry can guitar, tambourine, trumpet setup for weapon racks.
2 Years Ago
Removed global.vehicleDismountHoldTime convar Added more specific convars in it's place: groundVehicleDismountTime, flyingVehicleDismountTime, aquaticVehicleDismountTime and horseDismountTime Each convar controls how long it takes to dismount things to support scenarios like immediately dismounting cars but having a 0.5s delay when dismounting air or ocean vehicles Not every vehicle fit perfectly into a category, some notable decisions: -Workcarts, trains, sleds and snowmobiles are considered ground vehicles -Parachutes and ziplines are considered flying vehicles -Submarines, boogie boards and inner tubes are considered aqautic -A computer station is considered a flying vehicle if a drone is currently being controlled
2 Years Ago
Added support for highlighting a building block in the pie menu if the current tutorial stage requires it
2 Years Ago
Homing launcher now only sends a network tick if the current lock time has changed. Also fixes visual ADS glitch when switching weapons, unless currentLockTime is changing during weapon switch.
2 Years Ago
Show the button that opens the crafting menu next to any crafting objectives