reporust_rebootcancel

139,602 Commits over 4,383 Days - 1.33cph!

Today
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
Today
merge from waterwheel_deployable
Today
remove debug
Today
merge from main
Today
merge from waterwheel_deployable
Today
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
Today
Scarecrow head and suit FBX and prefabs
Today
client compile fix
Today
added 3p swimming animations to player anim controller
Today
merge from main
Today
One more NRE fix for group removes
Today
Fix UsePlayerUpdateJobs 3 NREs
Today
fixing some textures left over and some incorrect import options for ao maps
Today
updated existing workbench to now use the empty mesh state. updated lods and gibs
Today
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
Today
Apartment Item Reshuffle
Today
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
Yesterday
merge from main
Yesterday
Fix animals looking straight ahead when sprinting (should only be for scientists)
Yesterday
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
Yesterday
Fix new network visibility grid being slow at initialization by deferring creating group lists until they're actually needed. 4s->1s (+reduce the current load of 10s garbage collection on every playmode entry.)
Yesterday
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Yesterday
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Yesterday
manifest rebuild for kiosk signs
Yesterday
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
Yesterday
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
Yesterday
Fix tiger prowling and croc intimidation
Yesterday
Centralize all flags in npc networking component
Yesterday
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
Yesterday
Merge from terrain_renderer
Yesterday
prefabs/Wallpaper/ ok
Yesterday
Tutorial animation updates
Yesterday
Merge from main
Yesterday
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
Yesterday
Clamp renderdistance with a minimum to fix some edge case issues
Yesterday
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
Yesterday
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Yesterday
edited holster/baclpack positions on salvaged axe entity
Yesterday
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Yesterday
Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
Yesterday
Improve fillmounts command - works correctly with horses, prints better feedback
Yesterday
tier 1 workbench empty version
Yesterday
Merge from 3p_spectator_improvements
Yesterday
merge from workbench automated_tests
Yesterday
Fix spam from passing in a zero vector to Quaternion.LookRotation when spectating mounted bots
Yesterday
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
Yesterday
Merge from main
Yesterday
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
Yesterday
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets - added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)