reporust_rebootcancel

134,012 Commits over 4,293 Days - 1.30cph!

Yesterday
Remove overlapping couch on Ghost ship 1 (not using remove_static_couch branch due to conflict)
Yesterday
Merge from boatplanner_worldmodel
Yesterday
Merge from artist_pack_dlc
Yesterday
Merge from naval_update
Yesterday
Ensure InitLOD is called before GetBounds, prevents unit cube bounds
Yesterday
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Yesterday
Fixed UpdateBuoys NRE in demos NRE's caused by setting the demo time will no longer stop shots from working
Yesterday
Merge from main
Yesterday
Merge from Reserialize_Prefabs_2
Yesterday
Restore module_1200x1800_2way
Yesterday
removed large and huge signs from easel capability
Yesterday
Fix window not keeping damage when picked up
Yesterday
set small frames and paintable window to resolutions that set their dimensions so paint marks aren't stretched
Yesterday
Movable colliders on reactive target are now parented to regular colliders
Yesterday
Fix error from pasting dead boats, only update submerged states of filtered buoyancies.
Yesterday
Add cannon reload animations to the shared content bundle.
Yesterday
Fix easel deployOBB, move back camera position, cant place so close to walls
Yesterday
artist canvas names to put size at the end
Yesterday
scrapframes nowdeploy with lowered shutters that raises up after deploy
Yesterday
Fix all frame items missing ItemModSign and Panel set to SignPanel
Yesterday
Bump up cannon health by 3x to 1000. Fix camera clipping while aiming the cannon on a boat.
Yesterday
merge from manifestwarnings_fixes
Yesterday
Gated the null or empty skinnable groups error to workshop skinnables only
Yesterday
fix paintable reactive target collider issue
Yesterday
Removed No ingredients assert on ItemBlueprint if the item is non craftable
Yesterday
named paintable material on reactive target
Yesterday
Assigned missing audio mixer to some prefabs
Yesterday
Fixed copy paste file importer not setting the FilenameStringId
Yesterday
add tint from vcolor mode to FXVille Blood World Lighting
Yesterday
merge from artist_pack_dlc
Yesterday
Change painting menu rotation caching to only work on the same gameobjects, trying to paint a different type of painting will reset the rotation back to default
Yesterday
fix large lightup frame not having interact menu with hammer
Yesterday
Ornate frame character limit, fix large frame text behind mesh
Yesterday
Switched wanted posters canvas texts to 3D texts
Yesterday
removed shadow proxy's capsule colllider on oil rig leg
Yesterday
Fixed Scrap frame IO placements, swapped positions of power in and passthrough for lightup frame, reduced power consumption of shutter frame to 0
Yesterday
merge from artist_pack_dlc
Yesterday
Fixed paintable window painting not showing at certain angles, bumped the mat render queue
Yesterday
merge from artist_pack_dlc
Yesterday
Paintable Reactive Target - Updated shaders again, still no paint showing
Yesterday
Switched ornate frame text to a 3D mesh text, also switched to a lit shader
Yesterday
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for an edge case of moving players during load of a save Tests: ran unit tests
Yesterday
Bugfix: OcclusionGroup - account for server loading a save potentially recalculating network group - added a unit test to stress this scenario Seems like a weird edge case, but it means we gotta work around it Tests: ran unit tests
Yesterday
paintable reactive target health and protection fix, now matches existing reactive target
Yesterday
Paintball FX files Work scene backup
Yesterday
Added some prevent building cols to the lightup frames for consistency Fixed deploy guide on the XL variant
Yesterday
armor box lods and gibs
Yesterday
Syncvar saving fixes for frames and easel, fixes to ornate frame configuration menu
Yesterday
Fixed all scrap frames deploy volumes and missing prevent building collider Also fixed the XL and XXL variant prefabs using themselves as deploy guides
Yesterday
exported paintable target rig with latest mesh and set rotational error to 0 on its anims to prevent snap to idle