reporust_rebootcancel

135,866 Commits over 4,324 Days - 1.31cph!

Just Now
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
12 Minutes Ago
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
15 Minutes Ago
Merge from naval_update
16 Minutes Ago
Merge from main
22 Minutes Ago
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
29 Minutes Ago
Merge from hackweek test. Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
41 Minutes Ago
merge from coconut_collider_fix
41 Minutes Ago
merge from tc_corpse_preventbuilding_fix
42 Minutes Ago
Fix tool cupboard softcore corpse missing a prevent building volume
57 Minutes Ago
glass material tweaks and meshes that go alongside, more basic vpaint progress
1 Hour Ago
Adding rig for armoured ladder hatch
1 Hour Ago
Enabled Read/Write on Coconut Collider to stop error spam
1 Hour Ago
codegen again
1 Hour Ago
Removed the max cap on the shadow lights convar so it can be increased further for media
4 Hours Ago
merge from main
5 Hours Ago
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
6 Hours Ago
Bypass AI animations again Bypass modular car garage animation
Today
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
Today
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
Today
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Today
Fixed import on G note tuba play anim (needs at least 1 frame)
Today
Merge from modular_boats_rw
Today
Merge from hackweek_boxsorting
Today
Merge from fix_grenade_split_world_skin
Today
Merge from coconut_collider_fix
Today
Merge from collectable_optim_pass
Today
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
Today
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
Today
Remade water barrel collider with primitives, it had a non-convex mesh collider
Today
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
Today
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
Today
Reduced minecart planter colliders count from 16 to 4
Today
All IO water items deployable on boats
Today
Merge from main
Today
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Today
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Today
Merge from fix_roof_debris
Today
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Today
Merge from growable_menu_changes
Today
Merge from print_speed
Today
Merge from fix_backpack_priority_attire
Today
Merge from kapok_branch_col_optim
Today
merge from naval_update/io_boats
Today
Compile fix
Today
Use GetRootParentEntity instead of the new GetRootParent method
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Today
Minor adjustment to branch collider
Today
Merge from main
Today
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Today
Can't connect IO entities not sharing the same root parent