reporust_rebootcancel

136,931 Commits over 4,324 Days - 1.32cph!

10 Days Ago
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11 Days Ago
Merge from fix_roof_debris
11 Days Ago
Fixed ceiling fluorescent light invisible cables and meleehack invalids
11 Days Ago
Merge from growable_menu_changes
11 Days Ago
Merge from print_speed
11 Days Ago
Merge from fix_backpack_priority_attire
11 Days Ago
Merge from kapok_branch_col_optim
11 Days Ago
merge from naval_update/io_boats
11 Days Ago
Compile fix
11 Days Ago
Use GetRootParentEntity instead of the new GetRootParent method
11 Days Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
11 Days Ago
Minor adjustment to branch collider
11 Days Ago
Merge from main
11 Days Ago
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11 Days Ago
Can't connect IO entities not sharing the same root parent
11 Days Ago
More IO prefabs deployable on boats
11 Days Ago
Fixed some broken rock formations in NMS (scene only)
11 Days Ago
Merge from windturbine_deploy_sfx
11 Days Ago
Merge from improved_embrasures_colliders
11 Days Ago
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
11 Days Ago
Merge from ambient_light_lod_fix
11 Days Ago
Merge from 20mindayextension
11 Days Ago
Merge from main
11 Days Ago
Merge from hackweek_meshlod_qol
11 Days Ago
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
11 Days Ago
Merge from main
11 Days Ago
Wire snapping works on moving boats
11 Days Ago
Test list
11 Days Ago
Fixed electric furnace deploy volume not including Vehicle_Large
11 Days Ago
Remade large battery collider with primitives, it had a non-convex mesh collider
11 Days Ago
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally
11 Days Ago
merge from workshop_animator_controls -> main
11 Days Ago
slightly better looking animator control buttons
11 Days Ago
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11 Days Ago
Add workshop animator controls, with setup for bbq skinnable
11 Days Ago
improved building_generic_trims textures
11 Days Ago
merge from skinviewer_cleanup
11 Days Ago
Tweaked chinese lantern skinviewer lighting
11 Days Ago
merge from skinviewer_cleanup
11 Days Ago
Added LNY spear and chinese lantern to the skin viewer Removed the random order for the limited tab
11 Days Ago
merge from harbor_container_ladder_fix
11 Days Ago
merge from main
11 Days Ago
Fix rope ladders on a container in harbor being falsely disabled unless the crane rotates Extend container parenting volumes Fix a RendererBatch component causing visual issues S2P harbor 1
11 Days Ago
merge from bbb_entkill_fix
11 Days Ago
Allow boat building blocks to be ent killed individually in edit mode
11 Days Ago
merge from main
11 Days Ago
Added an if CLIENT wrapper around the UI_SettingsTweakShadowPreset's OnConVarChanged override method
11 Days Ago
merge from health_display_immortal_check -> main
11 Days Ago
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11 Days Ago
Updated protection assets with DoPrepare pt3