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130,909 Commits over 4,232 Days - 1.29cph!

Yesterday
Fix waiting for reload bugs
Yesterday
added wallpaper icons
Yesterday
enabled tintbytimeofday on balloons
Yesterday
Changes on the trigger emitter script and change on casino area emitters
Yesterday
merge from main
Yesterday
Sunglasses Blocky reposed
Yesterday
Fix incorrect overriden terrainSizes in island prefabs, and remove displacement manager from tropical foliage spawns
Yesterday
Add editor option terrainIgnoreDeepseaFlag to DeepSeaEditorScene to use source terrain textures instead of deepsea textures (which have not been created) when forcing deepsea
Yesterday
Reduced boat building UI scale
Yesterday
Restored deep sea islands terrain mesh layers, needs to be Terrain S2P all islands
Yesterday
merge from deep_sea
Yesterday
merge from deep_sea
Yesterday
BallistaGun cleanup
Yesterday
Fixed not being able to place deployable bypassing build permission on boats you're aren't authed on, in the deep sea (ladders)
Yesterday
Optmizied remaining improvised walkway colliders
Yesterday
merge from deep_sea
Yesterday
Removed all the wallpaper sockets from boat building blocks
Yesterday
merge from naval_update
Yesterday
auth_radius and deauth_radius commands work with player boats
Yesterday
Optimized improvised walkway colliders
Yesterday
radtown crates birthday balloons setup
Yesterday
Setup Smoke Grenade and Supply Signal Remake Folders Added Smoke Grenade and Supply Signal Remake Textures, Viewmodel, Worldmodel Setup Smoke Grenade and Supply Signal Remake Materials
Yesterday
Send update immediately for cooldown.
Yesterday
wip wheel fixes
Yesterday
updated skins list
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Updating small engine rig with combined mesh
Yesterday
edited lr300 space vm anims and exported 3p reload/deploy anims and linked to new lr300 holdtype controller
Yesterday
updating single 50cal clips and emtpy ammo pose
Yesterday
Update attack animations on front 50cal
Yesterday
expanded floating cities shore vectors
Yesterday
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Yesterday
fixed some trims on triangle up mesh fixed triangle roof prefab cull distance re-applied roof conditional fix slimmer half wall killed the beautiful window frame depth for embrasures
Yesterday
Merge from parent
Yesterday
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
Yesterday
* Fix lights at monuments always visually on * Fix levers not animating properly
Yesterday
Possibly fixed scaling of island map markers in deep sea Fixed markers not working properly after a server restart
Yesterday
Add a check for cannon update parameters errors if the playable graph isn't ready.
Yesterday
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
Yesterday
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
Yesterday
Remove unused threshold
Yesterday
- Try moving everything over to update (on the lerping side) - Server sends an aim packet everytime it receives an input rather than checking difference before sending
Yesterday
tentative cannon reload sounds (still some weirdness with an animation event firing when it shouldn't be) cannon fuse sound
Yesterday
naval_update -> turret_fixes
Yesterday
- WIP
Yesterday
Missed compile fix
Yesterday
- Compile errors - Reduced rear screenshake
Yesterday
merge from naval_update