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123,984 Commits over 4,171 Days - 1.24cph!

11 Days Ago
11 Days Ago
Moved casino barge to make gaps between barges larger Modified casino layout / removed shipping containers Some modelling progresss on the casino mesh Moved supplies barge and connecting docks and fixed all bridge connections
11 Days Ago
Restore stomped killbees command
11 Days Ago
Progress backup
11 Days Ago
Some wip placement checks
11 Days Ago
Shift convar values by -1
11 Days Ago
deleting annoying name conflicts
11 Days Ago
First pass WIP supplies shop structure
11 Days Ago
- Add warning on research table panel if trying to create a blueprint for a DLC item and we don't own the DLC - Update developer convar for accessing skins, can now simulate owning no skins
11 Days Ago
Added a new name field for modding monument marker, as the english field is not serialized anymore
11 Days Ago
Move player visibility position back to the head bone
11 Days Ago
PT Boat Collision Pass
11 Days Ago
full fix the NRE
11 Days Ago
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
11 Days Ago
fix for pooled random bone rotations on mannequin
11 Days Ago
Fixed newly introduced TriggerParentEnclosed NRE
11 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature) Tests: used both modes in Craggy, confirmed things are working
11 Days Ago
Merge: from main
11 Days Ago
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2 All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net Tests: used both in local session on Craggy
11 Days Ago
working on chainsaw attack animations
11 Days Ago
added player update anim settings preset
11 Days Ago
merge from translation_breaking_mods_fix
11 Days Ago
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
11 Days Ago
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
11 Days Ago
Splat stuff
11 Days Ago
Splat blockout
11 Days Ago
Fix wearables with random parts/colours not working on mannequins
11 Days Ago
Prefabbed supplies barge for working on
11 Days Ago
merge from floating cities into medical bay props subbranch to get everything up to date
11 Days Ago
Fix the translation changes breaking some mods Fix ammo.snowballgun is missing a display name translation
11 Days Ago
Minor cleanup Remove DDraws
11 Days Ago
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
11 Days Ago
Wall light will now allow you to grow plants Currently at a lower rate than ceiling lights
11 Days Ago
better defaults for pos/dir influences vars
11 Days Ago
per-sail force application and steering test - convars for force application point/direction modifiers - brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
11 Days Ago
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11 Days Ago
Medical bay container collision
11 Days Ago
Fix being able to see nametags through water.
11 Days Ago
Merge from boat_building
11 Days Ago
medical bay container LODs
11 Days Ago
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11 Days Ago
Apply new changed script to the wall fluorescent light
11 Days Ago
Walllight now refreshes growables
11 Days Ago
merge from string_lights_fix_2