branchrust_reboot/main/naval_updatecancel

579 Commits over 214 Days - 0.11cph!

Yesterday
Fix broken animations on players/NPCs when taken from a pool.
Yesterday
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
Yesterday
merge from anchored_boat_mass
Yesterday
merge from deepsea_terraintexturing_leak
Yesterday
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
Yesterday
merge from engine_improved_fuel_access
Yesterday
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
Yesterday
merge from floating cities
2 Days Ago
Merge from main_merge_31_oct_try_again
2 Days Ago
Merge from shiplighting
2 Days Ago
Merge from foliage_swap
3 Days Ago
merge from boat_building
3 Days Ago
Fix compile error
3 Days Ago
Merge from floating_cities
3 Days Ago
Merge from naval_missions
3 Days Ago
Merge from naval_missions
3 Days Ago
merge from naval_update
3 Days Ago
merge from boat_flipped_wheel_mounting
3 Days Ago
Switch fog of war back to the background thread, seems to work locally?
3 Days Ago
merge from boat_building
3 Days Ago
merge from boat_building
4 Days Ago
compile fixes
4 Days Ago
merge from boat_building
4 Days Ago
turret_viewmodel -> naval_update
4 Days Ago
corrected Sail's CacheIsWindBlocked check to handle realmed colliders - tried batching this but there's not enough casts for it to be worth the overhead
4 Days Ago
boat engines don't apply force when boat isn't in water
4 Days Ago
merge from boat_better_shallow_water_behaviour
4 Days Ago
merge from Sail_Minigun_desc
4 Days Ago
merge from floating_cities
5 Days Ago
Merge from volume_checks
5 Days Ago
merge from boat_building
5 Days Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
5 Days Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
5 Days Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
5 Days Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
5 Days Ago
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
5 Days Ago
Added prevent movement volumes to the small ramp to stop players falling through
6 Days Ago
Improve reliability of scientists grenade throws: - replace capsule collider with sphere collider, centered, more predictable bounces and less risks of getting caught on geometry - "explode" on impact, reduces cases when the grenade lands next to player but bounces into the sea
6 Days Ago
Cannonball icon
6 Days Ago
Add more playables null checks
6 Days Ago
Fixed protobuf
6 Days Ago
main -> naval_update
6 Days Ago
Fix scientists cancelling their behaviour because they think they can throw a grenade but they can't, fix some triggers being set to world and being hit by grenade trajectory prediction traces
9 Days Ago
merge from terrain_potato_disable
9 Days Ago
Manifest
9 Days Ago
Compile fix, codegen
9 Days Ago
merge from main
9 Days Ago
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9 Days Ago
Merge: from save_viewer_extras - Save viewer can now filter for mobile(Sync Position) prefabs - It can also aggregate by prefab Tests: opened a save from the playtest
9 Days Ago
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.