reporust_rebootcancel

131,140 Commits over 4,232 Days - 1.29cph!

Today
Added incen rockets to fixcars 3 Added a help field to the fixcars
Today
▋▋▉▍▉▉ ▉▄▄▍▄▇▌ ▉▉▆█▋ ▊▉ ▍▍▍▌▍▆▆ (▄▉▇█ ▅▅▆▄▆). ▉▇▅▍▍▇ ▍▊█▍▌▇▆▄▇▋▉▌ ▍▋ ▋▋▄▆ ▇▉▉▋▉▌ ▆▉ ▉▇▊▄ ▊▊▊▊▄ ▇█▍█▌▋█ ▄▊▉▆▇▆█▌▆ ▌▊█▋▆▅. ▉▊▆▌▍█▆ ▄▌▆▆ ▋█▆▅▋█ ▋▅▊▌▆▄▆ ▇▌▌▌▋▄ ▅▌▋▆▍ ▆▅▍▌▄ ▌▉ ▊▄▄▉▍▊▅ (▄▅▊▊ ▊▇▆▊▄) ▉▄▉ ▇▇▌ ▄▇▍▆▇▌▉█▌_▅▋▆▉▄▅▌▌▆▊▊▍█▆▅▍▊▉▅█▋██▆ ▌▍▋ ▉▋▆▇█▊_▋█▌▄▊▊▍▋▅▇▋▊▍▉▄▌▆▊▆, █▄▅▊▆ ▍▋ ▄█▆▅ ▍▇▅▆▋▌ ▆▌ ▍▍▆▋▊ ▅▋ ▉▍█▊▊█▉▄ ▄▊▊▌▉▅▍ ▊▉█▄▇█▉▊. ▌▆▊█▋▇ ▆▆▉▉▉█ ▋▊▋ ▊▊▇▆▅ ▊▄ ▄▊▋▄▆▋▇ ▉▋▇ ▄▆▉▇▄▄▌ ▊▌▇▅▆,
Today
Flare weapon refresh animation polish
Today
naval_update -> main - Staging wipe, Course locked, no piviting now
Today
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
Today
Coconut Underwear Repose
Today
Clean: remove obsolete TODOs Tests: none, trivial change
Today
boat engine t2 Updated t2 techtree
Today
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
Today
greatly reduce low grade fuel cost for boat building
Today
Merge: from main
Today
HockeyMask repose
Today
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
Today
merge from main
Today
▄▍▊▉▍▇▄▄ ▇▌▍▍▅▍▉ ▉▌▅▌ ▍▄▊ ▍█▍▍██▆ ▆▇▆▄▉▉▍▋ ▌▄▍▍▄ ▌▆▉ ▉▊▍▇▅▌▅▋ ▋▍█▄▆ ▉▄▌▊▌▅ ▉▊▍▊█ ▊▌▍▅▍▄▄▌▊▌█
Today
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
Today
Add christmas branding
Today
save++ network++ persistance++
Today
merge from boat_building
Today
Tweak bbs deployable blocking collider
Today
SmallBackpack repose
Today
merge from Cannon_Animation
Today
boat steering anim update
Today
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
Today
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
Today
Merge from parent
Yesterday
More shore material tweaks
Yesterday
fixed floating net, incorrect material assignment to rope_docks on ghost ships
Yesterday
fixed incorrect surface types on adobe frame prefabs
Yesterday
Adjust tropical shore settings
Yesterday
Add tropical underwater visual parameters and blend with shore distance
Yesterday
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
Yesterday
Actually apply and respect render layers when instancing
Yesterday
Fixed boat splash fx not turning back on when a camera re-enters range
Yesterday
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
Yesterday
Merge from island_scenes
Yesterday
Merge from parent
Yesterday
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Yesterday
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
Yesterday
Redo confetticannon.deployed renderer simplification
Yesterday
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
Yesterday
Merge from mute_dialog_warning_fix
Yesterday
Merge from heli_fixcars_changes_2
Yesterday
Merge from cargoship_updatemovement_nre_fix
Yesterday
Merge from deleteentitiesbyshortname_fix
Yesterday
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now) assign base defs to some of the floating city ambience zones
Yesterday
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
Yesterday
Fix MountedWeaponSeat client compile error
Yesterday
Small ramp will stop if it detects a blockage on the construction layer
Yesterday
Use no displacement version of ground plants for floating city pot plants