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122,465 Commits over 4,048 Days - 1.26cph!

12 Months Ago
Fish bait value changes: -All fish based food now has no bait value and cannot be used to catch more fish -Raw Bear and Wolf meat is now worth 10 bait (was 5) -Raw human meat is now worth 10 bait (was 1) -All berries are now worth 1 bait (was 0.5) and can be stacked up to 5 times as bait
12 Months Ago
Added the ability for more than one lure item to be used at once when fishing, applied to worms and grubs up to a maximum of 3 This means that a stack of 3 worms and grubs can be used to catch high value fish Applies to fishing rod and trap
12 Months Ago
Simple shark now requires a depth of 5.5m to fish (was 5m) Fish traps are now considered to be fishing at 5m regardless of their location (fishing trap can now get all fish except for shark due to depth and orange roughy as it's only available in a moonpool)
12 Months Ago
Fishing trap now uses the same fish selection and bait logic as the standard fishing rod (different catch options for fresh water/ocean water) Converted FishLookup object to a scriptable object Inner lake on Craggy Island now correctly registers as fresh water when fishing via either method
12 Months Ago
Fix F8 menu not updating when you switch servers
12 Months Ago
Fix building plan resetting to foundation when moving in & out of hotbar
12 Months Ago
When skinned items are added to the repair bench, it now shows the name of the skin
12 Months Ago
Always show demolish & rotate option in hammer but grey it out to reduce misclicks when upgrading - add ability for context menu options to set their scale independantly - scale the demolish & rotate button to 70% of the normal button size - implement existing scaling of building plan pieces with the new size scaling options https://files.facepunch.com/jakerich/CDSmjPwR6Ul4HZE8/R1GgHH2QlKRN5FYn.mp4
12 Months Ago
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12 Months Ago
Helicopters no longer roll on slopes if the engine is off and there's nobody mounted. They apply "handbrake" instead
12 Months Ago
Merge main -> HeliHandbrake
12 Months Ago
Can now open and unlock techs from the lower tiers of workbench when using a higher tier (eg. T3 workbench now allows access to T1+T2+T3 tech trees) Create a button per tech tree in the workbench panel Convert workbench loot panel to a prefab rather than S2P S2P bandit town and compound (monument workbenches share the same feature)
12 Months Ago
- Fixed scrap heli not being driveable on ground with Ctrl key anymore - Fixed scrap heli wheels not animating
12 Months Ago
Merge from hackweek_renderlod_collapse (crafter NRE fix)
12 Months Ago
Revert industrial crafter to old renderer handling, just disable the collapsing on the renderer
12 Months Ago
SAM sites no longer target sleeping or kinematic vehicles
12 Months Ago
Decrease craft time of the following items from 30s to 15s - Wood shutters - All types of window bars - Window glass
12 Months Ago
Use -4.5 instead for a 25% reduction in penalty
12 Months Ago
Horse armour now reduces horse speed by only 4, was 6
12 Months Ago
Bone fragments are now compostable into fertiliser at a ratio of 10:1. No bait value.
12 Months Ago
Add comments (it actually was not spawning on bottom as frequently, top was fine)
12 Months Ago
Fix oilrig not spawning on the top of the map as often as expected
12 Months Ago
Attack ground effect WIP
1 Year Ago
Tuned back salvaged hammer because it's a T1 item, not T2 - 3x original DPS -> 2x original DPS against deployables (60% of jackhammer DPS) - destroys every barrel 2 hits -> destroys 35hp barrel in 1 hit, 50hp barrel in 2 hits - better than every other melee tool at breaking deployables, outclassed by jackhamer
1 Year Ago
merge from main -> qol_salvaged_hammer_buff
1 Year Ago
Headlight improvements & flare fixes.
1 Year Ago
Main cannon attack prefab
1 Year Ago
Attack stuff. Organized files for merge.
1 Year Ago
Fix mixing table resetting to the top of the scrolling menu of recipes every time you access one https://files.facepunch.com/jakerich/m2pBAkIZ6ElU7yHx/JkdhwA88p25hlpI2.mp4
1 Year Ago
Various material, PFX and lighting perf optimizations. New firing, traversal & damage FX. Texture tweaks; Got rid of the Desert Storm Coalition markings. Less noisy bare metal scratches and stuff.
1 Year Ago
Possible fix for parented players getting teleported far off the vehicle after a nexus transfer and probably getting killed Might have only affected players with admin permission because antihack should have prevented it
1 Year Ago
Remove redundant player rotation set after swapping a passenger to the driver seat Add some code to dump nexus transfer requests to a file as JSON
1 Year Ago
Fix #SERVER error
1 Year Ago
merge from main -> analytics_server_profling
1 Year Ago
Allow barricades to decay the same speed indoors or outdoors - barricades still won't decay when inside building privledge
1 Year Ago
Can override deploy tickrate for entities with faster decay rates - set decay tickrate of barricades from 10min -> 1min
1 Year Ago
Do not show IOEntity UI information panel for generic IO type items (fixes signs and frame showing power usage 0)
1 Year Ago
Fixed some bugs
1 Year Ago
Added attachments, and slots to outpost/bandit marketplaces icons
1 Year Ago
Change decay of all 4 barricades to 15 minutes
1 Year Ago
Use existing `PreventBuildingMonumentTag` to detect what `prevent_building` volumes are attached to monuments & convert them to flags that DeployVolume understands - manually search for `MonumentInfo` in the editor since the prefab scenes don't have components added by S2P
1 Year Ago
Stone barricade protection value didn't save
1 Year Ago
merge from fix_ping_estimation_lag_spikes
1 Year Ago
merge from optimize_sqlite_fastmode
1 Year Ago
merge from optimize_sam_site_air_vehicles
1 Year Ago
merge from horse_ragdoll_material_fix
1 Year Ago
merge from mediumbattery_size
1 Year Ago
Allow horses to be able to walk backwards at half the speed of normal walking
1 Year Ago
player update. Exported 3p military flame thrower anim set and set up in unity
1 Year Ago
Allow barricades to be placed anywhere in monuments - melee damaged increase against barricades: same damage as normal deployables - bullet & explosive damage against barricades stays the same as before - split building volumes of barricades and bypass "prevent_building" tagged with monument