reporust_rebootcancel

158,662 Commits over 4,566 Days - 1.45cph!

15 Minutes Ago
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32 Minutes Ago
Merge from livestock_animals (shears animations)
35 Minutes Ago
Merge from box_collider_authoring
40 Minutes Ago
Revert all biofuel asset changes and remove the test asset
58 Minutes Ago
Allow fog density convars to be sent from server again
1 Hour Ago
Merge from main
1 Hour Ago
Deleted 25 rocks placed 2.5km under the terrain in the excavator monument S2P excavator
1 Hour Ago
Disable researchable and craftable Fix sight mod overriding ADS values when stock is collapsed
1 Hour Ago
Restored codegen
1 Hour Ago
Preload 324 cow and sheep sounds like the other animals Avoids a ~1.2ms hitch the first time each clip plays, memory impact is only around 3MB
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Update individual room test data for base occlusion - this is a random selection of bases from the full map data that was also have, will explore a better way to store it in future but for now it's fine
1 Hour Ago
increase seagull flapping rate
2 Hours Ago
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2 Hours Ago
merge from bird_critters
2 Hours Ago
more tweaking for flock patterns
2 Hours Ago
Don't allow monument placement where the terrain blend map will overlap river topology - prevents a rare issue where a monument spawns too close to a river and the water floats
3 Hours Ago
scrap king - updated collider and gibs sounds
3 Hours Ago
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
3 Hours Ago
Add shield compatibility when stock is folded
4 Hours Ago
merge from bird_critters
4 Hours Ago
code clean up, added server convar commands for forcing gull groups to startle, and to land added prefab for Seagull Land Point fixed birds sometimes flying through obstacles
4 Hours Ago
S2P both oilrigs, both harbors
4 Hours Ago
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
4 Hours Ago
add hook-ins for flock interest & fleeing - bird interest zones can be placed in monument scenes to attract flocks "active" monuments - corpses attract crow flocks (low priority) for a short time - timed explosives make bird flocks flee the area
4 Hours Ago
merge from bird_critters
4 Hours Ago
move all "swarm" critter jobs to static classes marked with [BurstCompile]
4 Hours Ago
merge from more_lod_optims
5 Hours Ago
merge from main
5 Hours Ago
merge from main -> base_occlusion
5 Hours Ago
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
5 Hours Ago
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
5 Hours Ago
Cherry Picked 169677 to fix an issue with contact shadows
5 Hours Ago
Merge from render_pipeline_testing
5 Hours Ago
merge from loadoutsui_delete_fix
5 Hours Ago
Fixed loadouts UI deleting popup being uninteractible
6 Hours Ago
Fix nightvision goggle sound restarting when gesturing
6 Hours Ago
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Today
Fix mortar ammo indicator not updating
Today
Use monster meshes for BRG
Today
Change mac build to arm64-only
Today
merge from swarm_fixes
Today
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
Today
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
Today
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Today
FX stuff
Today
Merge from /main
Today
add seagull groups to livestock scene
Today
merge from bird_critters