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132,999 Commits over 4,293 Days - 1.29cph!

3 Years Ago
Fixed moonpool water issues
3 Years Ago
Cherrypick fix Beaufort 5 being too vibrant, and other water color tweaks.
3 Years Ago
Underwater fog slightly darker.
3 Years Ago
Nudged water SSS down a little. Fixed beaufort level 5 water accidentally being brighter than the others.
3 Years Ago
changed surface type of brick skin from stone to rock because apparently stone surface type sounds like grass. @Sound
3 Years Ago
save file, debug
3 Years Ago
merge from save239 - Staging wipe
3 Years Ago
network++
3 Years Ago
terrain heightmap regression (add to heightmap scripts)
3 Years Ago
Cherry picked 83990 => Fixed minicopter fuel gauge shader much more opaque now
3 Years Ago
Fixed shading on transparent materials
3 Years Ago
disabled burst cloth on vm diver ak
3 Years Ago
Fixed being unable to place wooden ladder on cargo ship
3 Years Ago
Fixed MotorRowboat incorrectly implementing InitShared (without calling into parent version) Fixed door stacking on tugboat (guide still shows as blue, but door cannot be placed)
3 Years Ago
ferry terminal S2P
3 Years Ago
road node adjustment
3 Years Ago
Fixed nested child deployables on tugboat
3 Years Ago
DecayEntity fix on tugboat deployables
3 Years Ago
StabilityEntity tweak on tugboat deployables
3 Years Ago
GroundWatch fix on tugboat deployables
3 Years Ago
ferry terminal S2P
3 Years Ago
changed the angle of the road coming into ferry terminal, this may help procmap cope with road connections better updated hlod
3 Years Ago
bunker rooms S2P
3 Years Ago
merge from caves_lighting_fix
3 Years Ago
merge from flashlight tweaks
3 Years Ago
updated wall lights prefabs used in underground train tunnels
3 Years Ago
ferry terminal S2P
3 Years Ago
clamping fishing net textures
3 Years Ago
fixed animation type on type2 rope ladders
3 Years Ago
fixed wood paneling material in terminal after a merge broke it
3 Years Ago
Vending machines on a tugboat will send a positional update via their map marker roughly every 30s
3 Years Ago
Merge from media_projects/2023_06
3 Years Ago
Fixed dismounting a mountable deployed on a tugboat moving the player into the drivers cabin Solution: only let the parent vehicle override the dismount position if the player is dismounting from an actual declared mount point
3 Years Ago
Protobuf generation, fixes
3 Years Ago
Merge from tugboat/respawn (fixes sleeping bags on map not moving with boat when placed on a tugboat)
3 Years Ago
Merge from save239/voicemail
3 Years Ago
Fixed RPC argument not using EntityId when telling the client to play an answering message, preventing the dialling player from leaving a message Moved voicemail audio system over to the IServerFileReceiver interface, regular cassette playback via recorder/boombox is unchanged
3 Years Ago
Fixed some errors when attempting to use an IO tool (wire.hose/pipe) on the tugboat Don't allow storage adaptors to be placed on containers parented to another entity (prevents tugboat placement)
3 Years Ago
Progress of rewriting MeshRenderers to use a single NativeArray for every mesh instead of a separate NativeArray for each type of mesh
3 Years Ago
Cherry picked 83953 => Fixed bullet wound decals not showing on player skin
3 Years Ago
Fixed SSS materials (e.g. skin) not receiving decals or layer mask
3 Years Ago
divingsuit viewmodel tweaks, made arms a lot thinne and fixed holes
3 Years Ago
Cleaned up the tugboat props and tugboat props_alt textures / removed some unnecessary details Better UV mapping on the tugboat door frames Tweaked sonar emissive to match the other control panel
3 Years Ago
Convert jobs to use NativeArray instead of List Add InstancedMeshFilter to workbenches & window embrasures
3 Years Ago
Cargo ship environment volume layer fix
3 Years Ago
Added water physics trigger to cargo ship (reusing existing environment volume)
3 Years Ago
Added environment volume to sewer branch (water physics issues)
3 Years Ago
Display waves even on lowest ocean quality (gameplay advantage if we don't do this)
3 Years Ago
CodeGen
3 Years Ago
Added water.scaled_time convar (works similarly to UseScaledTime toggle on the old water)