reporust_rebootcancel

129,919 Commits over 4,232 Days - 1.28cph!

27 Days Ago
Baseline from hackweek prototype
27 Days Ago
Merge from map_work
27 Days Ago
Merge from small_ramp
27 Days Ago
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27 Days Ago
merge from optimize_reduce_dynamic_occlusion -> main
27 Days Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
27 Days Ago
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27 Days Ago
Paintball Gun - updated blockout mesh after animation feedback
27 Days Ago
Null check playable graph when setting animator controller
27 Days Ago
merge from playable_fixes
27 Days Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
27 Days Ago
Merge from boat_building
27 Days Ago
Merge from health_rework
27 Days Ago
Fixes
27 Days Ago
scientist_boat_fixes_3 -> naval_update
27 Days Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
27 Days Ago
27 Days Ago
Projectiles
27 Days Ago
scientist_boat_fixes_3 -> naval_update
27 Days Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
27 Days Ago
merge from buoyancy_deepunderwater_fix
27 Days Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
27 Days Ago
Fix playable graph IK issues
27 Days Ago
scientist_boat_fixes_3 -> naval_update
27 Days Ago
Retain group id between saves
27 Days Ago
fixed clip check
27 Days Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
27 Days Ago
added physic impact sounds for the PT boat
27 Days Ago
scientist_boat_fixes_3 -> naval_update
27 Days Ago
stupid pooling fix
27 Days Ago
Dont save the ghost ship hackable crate. Stops save nre
27 Days Ago
merge from ai_vehicle_clipping_check_optim
27 Days Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
27 Days Ago
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27 Days Ago
merge from naval_update/deep_sea
27 Days Ago
Applied prefabs. Dummy coord fixes.
27 Days Ago
Re-route setting animator states to playable animation controller
27 Days Ago
scientist_boat_fixes_3 -> naval_update
27 Days Ago
Compile fix
27 Days Ago
scientist_boat_fixes_3 -> naval_update
27 Days Ago
Fix margin check in wander state
27 Days Ago
Support boat debug ddraw convars on server
27 Days Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
27 Days Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
27 Days Ago
Disabled deep sea portals debug by default
27 Days Ago
Give a whole second before spawning scientists
27 Days Ago
merge from naval_update
27 Days Ago
merge from industrial_pipe_batching -> main
27 Days Ago
merge from npc_PlayerSyncCycle_optim
27 Days Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later