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347 Commits over 123 Days - 0.12cph!

35 Days Ago
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
35 Days Ago
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35 Days Ago
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
35 Days Ago
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
35 Days Ago
Add projectile info for cannonballs
35 Days Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
36 Days Ago
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37 Days Ago
Draw general editor prefs in Rust Editor
37 Days Ago
merge disable_deepsea_pref
37 Days Ago
Add "DisableDeepSea" pref to editor prefs
38 Days Ago
Fix autocomplete issues with chained commands, fix command history issues with new lines.
39 Days Ago
Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
40 Days Ago
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
40 Days Ago
Fix crash when changing mesh quality levels near a ghost ship
41 Days Ago
Fix scientists moonwalking on ghost ships
41 Days Ago
Fix InfoZone NRE from scientists on ghostships
41 Days Ago
merge npc parenting to naval update.
41 Days Ago
merge back cannon and player animator fixes to naval_update
41 Days Ago
Embed playable graph tooling
41 Days Ago
Reset base animator layer weight whenever we're not playing one shots.
41 Days Ago
Add server convar to allow mounting the cannons outside of boats
41 Days Ago
Revert cannon prefab to before it exploded
42 Days Ago
Add parenting to NPCSpawner and set it up for ghostships
42 Days Ago
Fix scientists walking through the container on ghostship_d
43 Days Ago
Fix player model playable graph NRE on other players.
43 Days Ago
push up 2nd half of the asset
43 Days Ago
Push up new meshing asset with source
43 Days Ago
Remove old meshing asset
46 Days Ago
Fix buried items error when loading a save file
47 Days Ago
merge from more_cannon_fixes
47 Days Ago
Sails/planks/anchors/steering wheels can no longer be placed on normal construction You can't no longer use a normal planner on boat netting, Hulls no longer work on normal terrain.
47 Days Ago
merge from more_cannon_fixes to naval_update
47 Days Ago
Add `SocketMod_BoatBuildingBlock` to handle only placing cannons on player boats.
47 Days Ago
Limit cannon deploying only to construction
49 Days Ago
merge from cannon_animation
49 Days Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
49 Days Ago
merge from naval_update
49 Days Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
50 Days Ago
merge fix_invisible_nametags to main
50 Days Ago
MemClear query vis arrays before scheduling new jobs to fix nametags sometimes staying invisible after teleporting.
50 Days Ago
Fix cannon rotation being independent of the boat when turning.
50 Days Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
50 Days Ago
Fix wrong gibs on cannon
51 Days Ago
merge tropical1_prefab to deep_sea
51 Days Ago
Setup s2p for tropical1, bake the prefab
51 Days Ago
Bake terrain mesh with LODs for tropical_1
51 Days Ago
merge terrain to mesh utility into deep_sea
53 Days Ago
Implement cannon reloading animations
53 Days Ago
Implement animation handles for code driven player model animations, basically the same as one shots but with a way to control them after they get added to the mixer.
54 Days Ago
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.