reporust_rebootcancel

136,882 Commits over 4,324 Days - 1.32cph!

Just Now
Fix naval scientist laser sight not being on during the day
Just Now
Clean up
7 Minutes Ago
delay_browser_changes -> main
9 Minutes Ago
Move the attack heli altitude guage calculation to a static so that I can use it for HAB consistency.
13 Minutes Ago
NRE fix and move GetPriv to OnDeployed from ServerInit
17 Minutes Ago
Fix FSMTransitionBase.get_Senses NRE
33 Minutes Ago
Revert region changes until next month - bring back ping for now
35 Minutes Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
46 Minutes Ago
Fix error for boat floor frame. Add a null check to GetBlockedByErrorFromCollider.
59 Minutes Ago
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1 Hour Ago
Can now override store page elements as well
2 Hours Ago
Added skin test material
2 Hours Ago
Cannon animation updates to include fuse movement in the reloaded clip
2 Hours Ago
exported updated motorboat sit anims
3 Hours Ago
Scene2prefab
3 Hours Ago
Scene2prefab
3 Hours Ago
Scene2prefab
3 Hours Ago
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3 Hours Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
3 Hours Ago
Added some test hair cards/materials for debugging
3 Hours Ago
merge from boxes_dlc
3 Hours Ago
stone box - matrix lod tweak, prefab updated
3 Hours Ago
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3 Hours Ago
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4 Hours Ago
exported updated 3p ejector seat idle anim
4 Hours Ago
Merge from shipping container optimizations
4 Hours Ago
Committed missing collider mesh for deep sea signal computer
4 Hours Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
4 Hours Ago
TriggerBase now auto cleanup null objects instead of logging "Trigger x contains null object" forever
4 Hours Ago
merge from deepsea_fixes
4 Hours Ago
meds box - meshLod instead of renderLod, updated prefab, created guide prefab
4 Hours Ago
merge from main
4 Hours Ago
rentable shop neon signs blockout + atlas planning (temp materials)
5 Hours Ago
beach chair 3p idle anim exported
5 Hours Ago
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
5 Hours Ago
Terrain cell mesh colliders with separate cellsize from rendering
5 Hours Ago
merge from main
5 Hours Ago
adjusted LODs
6 Hours Ago
edited minicopter 3p anims
Today
merge from wire_shader_pixel_scaling
Today
prefab updates: - disable r/w on ore gibs - guide mesh corrected on metal box
Today
corpse prefabs updated: - removed gib from comps corpse - comps corpse box bounds - metal corpse box bounds - removed deploy volume from stone corpse
Today
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Today
Fix PartialMobileStaticGrid NRE on startup
Today
Fixed store skin tile header text wrapping issue
Today
Merge from main
Today
Fixed browser not selecting a tab by default (regression from 144689)
Today
merge from store_dashboard/menu_loading_changes
Today
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling... Various cleanup, can now get rid of a bunch of hacks
Today
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build