reporust_rebootcancel

137,029 Commits over 4,352 Days - 1.31cph!

19 Minutes Ago
merge from boxes_dlc
19 Minutes Ago
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
21 Minutes Ago
Storage box store page media 3
21 Minutes Ago
Storage box store page media 2
21 Minutes Ago
Storage box store page media 1
22 Minutes Ago
Storage box pack store page
38 Minutes Ago
merge from main
43 Minutes Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
47 Minutes Ago
corrected inverted sphere gizmo
53 Minutes Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
1 Hour Ago
merge from boxes_dlc
1 Hour Ago
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
1 Hour Ago
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1 Hour Ago
initial non-trigger AI WakeZone
1 Hour Ago
merge from main
1 Hour Ago
deepsea.wipecooldownmax default value set to 1h30
1 Hour Ago
Store content json use pascal case
3 Hours Ago
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
3 Hours Ago
merge from main
Today
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Today
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Today
Merge from collectable_optim_pass
Today
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness. Only affects staging. Affected things: - PT Boat Turrets - Flamethrowers - Autoturrets with Generic Fireables - Attack Helicopter Turret
Today
Add sleeping bag icon to the sleeping bag button prefab
Today
Show icon if the bag is inside the deep sea
Today
Make separator slightly smaller
Today
Add separator prefab to the death screen prefab
Today
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa) Position separator prefab inbetween the different locations of bags on respawn screen
Today
Separator prefab
Today
Codegen
Today
Allow server to indicate which bags are currently inside the deep sea
Today
Possible genetic growable crossbreeding fix
Today
Merge from main
Today
RidableHorseAnimation rewrite, big cleanup and some new features Added kill switch for every motion
Today
Fixed deep sea signal computer server colliders not being stripped on the client Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
Today
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
Today
Safety checks for PartialMobileStaticGrid
Today
added "open access" check to component boxes, where if a box with a linked broken TC gets opened by a player, that player can now see the contents of the box forever. (lock checks still take priority though, so if you place a lock on the box you can re-hide the contents)
Today
start of set dressing in kiosk F
Today
merge from main
Today
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
Today
set conditional models of storage boxes mesh cull to 20 from 50
Today
apartment lights update
Today
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
Today
fix rotation tool transparency
Fix profiler samples in Find and TryGetEntity
Today
Update: add a couple more test positions for unit tests Tests: tests pass
Today
Merge from main