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136,947 Commits over 4,352 Days - 1.31cph!

9 Days Ago
Swapped the 3 lingering black fuel barrels on the top floor of large oilrig with 2 yellow barrels and 1 red barrel (see oilrig_remove_static_oil_barrels) - Ran S2P
9 Days Ago
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9 Days Ago
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9 Days Ago
Add weight threshold to modular boat physics sounds so dropped items, thrown C4, etc don't play the boat's phys impacts
9 Days Ago
Boat building blocks can always be demolished (in edit mode), removed timer. Added BoatBuildingBlock.AlwaysDemolishable convar to toggle it (default on)
9 Days Ago
removing duplicate unused textures, re-assigned correct texture in materials that used the duplicate
9 Days Ago
new textures for building generic trim set to enable vertex blend use
10 Days Ago
merge from painting_qol_fixes
10 Days Ago
merge from main
10 Days Ago
remove debug logs
10 Days Ago
added flag toggle for hopper on all component boxes
10 Days Ago
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark
10 Days Ago
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
10 Days Ago
Updated conditions for component boxes showing contents, removing competitive disadvantage of raiders seeing box contents. Added flag for hopper on component boxes, to hide some parts of visuals
10 Days Ago
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk - pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor - only dispose NativeSimData once when it's shared - saves 80MB
10 Days Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
10 Days Ago
Merge from main
10 Days Ago
Fix client compile error
10 Days Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
10 Days Ago
merge from main
10 Days Ago
regenerate testlist
10 Days Ago
merge from optimize_sleeping_bag -> main
10 Days Ago
merge from optimize_sleeping_bag -> main
10 Days Ago
Compile fix
10 Days Ago
merge from boxes_dlc
10 Days Ago
merge from main
10 Days Ago
merge from boxes_dlc
10 Days Ago
exported updated 3p bone knife anims
10 Days Ago
rebase on main
10 Days Ago
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
10 Days Ago
Tweaked the tropical texture atlas source files to solve the puddle issue.
10 Days Ago
merge from indirect_instancing (build fix)
10 Days Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
10 Days Ago
Fix client and server build 🎳
10 Days Ago
Merge from treasure_mission_fix
10 Days Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
10 Days Ago
Fix a few boat piece construction placeholder meshes.
10 Days Ago
boat_ai_reverse_preference_fix -> main
10 Days Ago
Setting up burstcloth and skinning for ghost sheet
10 Days Ago
fix missing z-buffer when rendering forward opaques
10 Days Ago
Fix bbs not setting owner id correctly with deploy & edit
10 Days Ago
texturing progress - apartment complex
10 Days Ago
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
10 Days Ago
Added coffee table to prefab
10 Days Ago
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10 Days Ago
Apartment kits update
10 Days Ago
merge from indirect_instancing
10 Days Ago
rebase on main
10 Days Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
10 Days Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)