branchrust_reboot/main/naval_updatecancel

1,242 Commits over 275 Days - 0.19cph!

38 Days Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
38 Days Ago
merge from floating cities
39 Days Ago
merge from deep_sea
39 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
39 Days Ago
scientist_boat_ai_improvements -> naval_update
39 Days Ago
Add proper null check when dismounting weapon seats
39 Days Ago
Compile fix
39 Days Ago
merge from boat_building
39 Days Ago
Fixed copypaste merge fuckery, restored copyboat commands
39 Days Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
40 Days Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
40 Days Ago
Merge from floating_cities
40 Days Ago
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
42 Days Ago
Fix broken animations on players/NPCs when taken from a pool.
42 Days Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
42 Days Ago
merge from anchored_boat_mass
42 Days Ago
merge from deepsea_terraintexturing_leak
42 Days Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
42 Days Ago
merge from engine_improved_fuel_access
42 Days Ago
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
42 Days Ago
merge from floating cities
43 Days Ago
Merge from main_merge_31_oct_try_again
43 Days Ago
Merge from shiplighting
43 Days Ago
Merge from foliage_swap
43 Days Ago
merge from boat_building
43 Days Ago
Fix compile error
43 Days Ago
Merge from floating_cities
43 Days Ago
Merge from naval_missions
43 Days Ago
Merge from naval_missions
43 Days Ago
merge from naval_update
43 Days Ago
merge from boat_flipped_wheel_mounting
44 Days Ago
Switch fog of war back to the background thread, seems to work locally?
44 Days Ago
merge from boat_building
44 Days Ago
merge from boat_building
44 Days Ago
compile fixes
44 Days Ago
merge from boat_building
44 Days Ago
turret_viewmodel -> naval_update
44 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
44 Days Ago
boat engines don't apply force when boat isn't in water
44 Days Ago
merge from boat_better_shallow_water_behaviour
44 Days Ago
merge from Sail_Minigun_desc
44 Days Ago
merge from floating_cities
45 Days Ago
Merge from volume_checks
45 Days Ago
merge from boat_building
45 Days Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
45 Days Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
45 Days Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
45 Days Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
45 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
45 Days Ago
Added prevent movement volumes to the small ramp to stop players falling through