reporust_rebootcancel

135,165 Commits over 4,444 Days - 1.27cph!

10 Days Ago
Fix compile errors
10 Days Ago
Set door by front concierge locked so players can't get behind the glass with the apartment vendor
10 Days Ago
10 Days Ago
Front doors of apartments will close themselves after 5s when non-owners let themselves out
10 Days Ago
Clean: remove IServerCallback save request support Keeping the core functionality on SaveRestore Tests: compiles
10 Days Ago
Clean: remove FullServerDemos.cs Tests: compiles
10 Days Ago
Clean: remove BaseNetwork.SupportsServerDemos Tests: compiles
10 Days Ago
Clean: remove demo.full_server_demo - rip out a bunch of stuff related to it, including transient entity serialization - remove MessageType.DemoDisconnect and DemoTransientEntities (no need for protocol change) Tests: compiles
10 Days Ago
Glowing wallpapers - foxfire wallpaper update
10 Days Ago
Ensure the NPC takes the scrap before granting access to the security room
10 Days Ago
merge from dpv_fuelbar_fix
10 Days Ago
Fixed DPV fuel bar text regression
10 Days Ago
Fix security guard having the wrong method overridden so the conversation actions weren't doing anything Update phrase
10 Days Ago
Clean(editor): remove ServerDemoPlayer Tests: compiles
10 Days Ago
Rotate security guard 180 degrees
10 Days Ago
Dress the vendor & security guard as bandits instead of the placeholder peacekeeper outfits
10 Days Ago
Clean: remove AntiHackDemoProcessor - drive by deprecated API fixup Starting process of removing full server demos Tests: compiles
10 Days Ago
merge from prototype -> apartment_complex_monument
10 Days Ago
Arrow Feedback
10 Days Ago
Setup enum dropdown to override initial gamemode in Game Setup
10 Days Ago
games minifridge - updated with game model - added some early baked textures - updated prefab light - updated materials
10 Days Ago
Manifest, localization
10 Days Ago
Adjusted how sockets are counted in the test. Fireplace now passes
10 Days Ago
Cherrypick 154959 155015
10 Days Ago
Add bonerenderer baker + conversion components. Converts non-deforming skinned meshes to normal meshes and attaches them to transforms.
10 Days Ago
Merge from apartment_complex_monument
10 Days Ago
satellite blockout progress
10 Days Ago
Resave TimeManager Tests: nothing specific, but have been running with this changed for a couple days
10 Days Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
10 Days Ago
Merge: from waterlevel_deepsea_sample_fix - Bugfix for water level queries incorrectly mixing deep sea and overworld states - Bugfix for deep sea ocean sim using overworld heightmap - Simplified TerrainHeightMap API Tests: ran unit tests, booted into craggy, explored deep sea and swam around
10 Days Ago
Merge from apartment_complex_monument
10 Days Ago
Merge from main
10 Days Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
10 Days Ago
Bugfix: avoid NRE when ocean sim is not initialized and we don't need it Tests: booted into craggy
10 Days Ago
Subtract merge from main 154957
10 Days Ago
Added sounds to the rentable shops at the apartment complex
10 Days Ago
Lighting prefab update
10 Days Ago
added third option for roll container
10 Days Ago
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10 Days Ago
Merge: from main
10 Days Ago
Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst Tests: none, trivial changes
Rin
10 Days Ago
merge from clan_table_box
10 Days Ago
Clean: minor adjustments to WaterLevel.GetWaterLevels impl - use FillJobIndirect instead of FillJob when waves are not needed - get rid of namespace qualifier Tests: ran unit tests
Rin
10 Days Ago
Adjusted prevent building volumes to allow box deployment under the clan table Added foliage displacement
10 Days Ago
Adding a sewage tank that is in working condition inside WTP tweaked terrain and surroundings WTP S2P
10 Days Ago
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea Tests: WaterLevel unit tests pass
10 Days Ago
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
10 Days Ago
merge from main
10 Days Ago
Targeting flashes
10 Days Ago
Basic implementation of softcore 'raiding windows' This prevents raiding outside of predefined server hours. - Prevent building block damage outside the window (by projectile or explosive) - Freshly placed tool cupboard (up to an hour) can be raided even outside the window - Melee damage is still allowed - Twig is always breakable - Can't fire MLRS outside the window - Per server convars for control (ability to also customize weekend hours) - Setup to a open/close noise when the window opens or closes