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126,647 Commits over 4,109 Days - 1.28cph!

4 Years Ago
Tag the ocean as sea water!
4 Years Ago
Merge from voiceprops/dlc/playersave
4 Years Ago
Better bait now increases the chance of getting rare fish
4 Years Ago
Part of the way through hooking everything up properly...
4 Years Ago
Description updates Added anchovy, diving fins, water bucket, water bottle as fishable
4 Years Ago
Removed buoyancy height modifier for moon pools, 63180 fixes this in a better way
4 Years Ago
Layer shuffling to stop caustics leaking everywhere
4 Years Ago
dressing backup
4 Years Ago
New wall mounted and floor standing shelves models based on the offce magtapes set
4 Years Ago
Fixed lab door clipping edge case
4 Years Ago
merge from /Submarine (aux)
4 Years Ago
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
4 Years Ago
dressing backup
4 Years Ago
Copied material parameters of Terrain.v3 to Terrain.v3_Margin
4 Years Ago
Control panels progress / Added WIP meshes and prefabs
4 Years Ago
Forced advanced buoyancy check if more than 10m underwater
4 Years Ago
merge from controlchair
4 Years Ago
dressing backup
4 Years Ago
Steel toilet furniture skin work
4 Years Ago
Some models fixes - visual issues
4 Years Ago
Raise the roof raised the height of the ceiling on duo sub to prevent the top of heads of some seeds clipping through
4 Years Ago
Updated left and right footpedal rotation pivots updated duo submarine prefab
4 Years Ago
updated fuel material for the solo sub fuel tank is no longer chrome
4 Years Ago
Long and short torpedoes Materials, textures, lods and prefab setup
4 Years Ago
Added sun and moon underwater god ray color overrides
4 Years Ago
Merge from electrical_qol
4 Years Ago
Module filler prefabs - skin variants
4 Years Ago
Separated moonpool interior from exterior shell meshes Module prefabs update
4 Years Ago
Added the ability to not early exit from WaterSystem, allowing us to get the overall water depth at a position even if the Y is above the water Simplified depth calculations in several locations Tag fixups and fish randomisation tweaks
4 Years Ago
Fixed worldmodel glows
4 Years Ago
Hooked up new submarine collision FX
4 Years Ago
Can no longer pick up boom boxes in another player's TC auth
4 Years Ago
Fixed a case where connected speakers would play audio even if they weren't powered NRE fix
4 Years Ago
Hooked up submarine bow wave FX
4 Years Ago
Merge from boomboxsync
4 Years Ago
Add a few radio stations
4 Years Ago
Submarine physics edits. Fix turning not really working when travelling in reverse.
4 Years Ago
- Hooked up prop splash FX. - Show external FX if player is in third person view.
4 Years Ago
Look all fishable item definitions up at runtime, no longer need to add them to the list
4 Years Ago
Disable IsDestroyed assertion completely again
4 Years Ago
Show fishing line during catch success animation, snap end point of line to the fish mouth
4 Years Ago
Added Sardine, Herring
4 Years Ago
Yellow perch viewmodel and world item hookup
4 Years Ago
Less submarines on my test map
4 Years Ago
Fixed incorrect holster offset for fishing rod
4 Years Ago
Fixed not copying default wiggle speed
4 Years Ago
Now only running the entity OnDestroy assert on the server as at the moment on client, a bunch of these come up when first connecting to a procedural map (although that's probably an issue in itself). Note that this assert is editor-only as well.
4 Years Ago
Initial animator hookup (used instrument animator slots for different states) Reduced chance for fish to pull away during catch process
4 Years Ago
It seems that a mountable type somewhere on procedural isn't being destroyed in the proper way. There was already an assert in BaseNetworkable to detect this, but it was commented out. Fixed the reason it was commented out (spam on editor playmode exit) and reinstated it. This has been commented out for over five years so who knows what it might show up.
4 Years Ago
Various water tweaks