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145,794 Commits over 4,444 Days - 1.37cph!

7 Minutes Ago
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
17 Minutes Ago
merge from prototype -> apartment_complex_monument
18 Minutes Ago
Save++ Network++
54 Minutes Ago
Add EntityRef support to our RPC source generator
60 Minutes Ago
Lighting prefab
1 Hour Ago
Merge from prop_assetscene_split
1 Hour Ago
Split the props asset scene into two, one for commonly used prefabs and one for the rest Should help improve load times on most servers with modded maps by cutting down the number of prefabs that load
1 Hour Ago
Merge from m16a2
1 Hour Ago
Update files that are showing as different from main
1 Hour Ago
Merge from m16a2/turret_burstfire
1 Hour Ago
Merge from main
1 Hour Ago
More fixes
2 Hours Ago
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
2 Hours Ago
2 Hours Ago
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
2 Hours Ago
Restore changes from merge
3 Hours Ago
maintaining gas station spawns better car parts (w mockup prefab)
3 Hours Ago
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants Tests: ran unit tests, some failures are unexpected
3 Hours Ago
Merge from main
3 Hours Ago
Make ElevatorStatic partial
3 Hours Ago
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors - if you want to share apartments with your friends, either be in the room or make a proper base
3 Hours Ago
Fixes for burst firing in turrets, seems to work okay now Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
4 Hours Ago
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
4 Hours Ago
Pool mini game 3p anim update and vm anim set block out
5 Hours Ago
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5 Hours Ago
Add EntityRef SyncVar support
5 Hours Ago
Switch from hardcoded tech trash define to ItemAmount
5 Hours Ago
got ui2 sculpture admin panel working
5 Hours Ago
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
5 Hours Ago
MonumentInfo auto fill tweaks
5 Hours Ago
Created all monument info scriptables
5 Hours Ago
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
6 Hours Ago
disable hit-guide shadow casting
6 Hours Ago
dev rock mat
6 Hours Ago
sail.deployed: - Set prefab position at origin - increased upper deploy volume X by 0.22 to be under the 0.5m overhang Test passes
Today
set syncvar to autosave
Today
fixed rock sculpture turning into ice on pickup
Today
Trigger server notification on impact not stage 2 start
Today
SatelliteData translation phrases
Today
Added shelf 14935 - Reduce maxOverhangMetres to 0.5f - Exclude hidden item definitions - Only include deploy volumes that affect constructions - Include DeployVolumeEntityBounds - Do not include DeployVolumeEntityBoundsReverse - Account for sockets
Add support for EntityRefs to be sent via RPC. ID is extracted and sent on sending side ID is received and put into a new entity ref on the other side
Today
Add storage adaptor sorting to vending machines, fridges, wall cabinet They previously didn't support it since they aren't regular storage containers
Today
client-only guard AtmosphereVolumeDrawPass
Today
on-deploy default data fix
Today
gas station maintainable car lift mockup
Today
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Today
minimal rock sculpture prefab setup
Today
Merge from main
Cleaner, better way to support remote listeners (cctv, drone) hearing VOIP of others. Previous system used a messy secondary network group solution which was prone to bugs and connections being added twice to seperate lists New system specifically looks for cimputer mounted players - giving a much more reliable solution
Today
buffer missuse fixes