reporust_rebootcancel

128,310 Commits over 4,201 Days - 1.27cph!

32 Minutes Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
44 Minutes Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
45 Minutes Ago
Missed some floating walkway commits
47 Minutes Ago
Fixed glass mesh layer (transparent > world)
50 Minutes Ago
Consolidated into new lighting prefab.
1 Hour Ago
merge from pivot_or_die
1 Hour Ago
Compile fixes
1 Hour Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
1 Hour Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
1 Hour Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
1 Hour Ago
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1 Hour Ago
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2 Hours Ago
Remove disabled gameobject from new UI
2 Hours Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
2 Hours Ago
Merge from ui_improvements
3 Hours Ago
M4 shotgun spawns inside hackable crates again L96 chance lowered
3 Hours Ago
Reduced autoturret loot chance (increased too much last update)
3 Hours Ago
Removed blue keycard from outpost vendor
3 Hours Ago
Boat Vendor now sells DPV for scrap
3 Hours Ago
DPV now requires metal fragments rather than HQM to craft
3 Hours Ago
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3 Hours Ago
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
3 Hours Ago
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3 Hours Ago
Optim: crate_underwater_* - only sync positions once freed Should save us 0.7ms on 4.5k server Tests: untied basic and advanced crates on Craggy and observed them raise up
3 Hours Ago
merge from main
3 Hours Ago
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns Some were incorrectly placed leading to barrel spawning on the ocean floor. Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
4 Hours Ago
Post merge regen things
4 Hours Ago
Merge from naval_update
4 Hours Ago
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
4 Hours Ago
Buildfix: remove stale debug code Tests: editor compiles
4 Hours Ago
m92 mesh update - parts of the previous mesh were not properly centered.
5 Hours Ago
merge from halloween_2025_disable
5 Hours Ago
disabled halloween
5 Hours Ago
Birthday Hat - Updated manifest and localization
5 Hours Ago
Birthday Hat - Adding models with material and textures. WM setup. Some still placeholder.
6 Hours Ago
merge from guide_materials_tweaks
6 Hours Ago
tweaked guide material settings further
Today
Added prevent movement volumes to the small ramp to stop players falling through
Today
Merge from hackweek_boxsorting
Today
More sorting fixes Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
Today
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order) Added a passthrough to the storage adaptor Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
Today
Merge from main
Today
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
Today
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
Today
Merge from puzzle_reset_changes
Today
Build fix
Today
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
Today
Merge from server_history_dns
Today
Codegen
Today
Merge from main