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126,712 Commits over 4,109 Days - 1.28cph!

11 Months Ago
changed minimum sizes for unique environments procmap spawns canyons 3500+ lakes 3000+ oasis 2000+
11 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
11 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
11 Months Ago
hid the barrier at the gates as it often floats on some seeds
11 Months Ago
Fixed offset in vehicle mountable gizmos
11 Months Ago
radtown s2p
11 Months Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside
11 Months Ago
Merge from main
11 Months Ago
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
11 Months Ago
Fixed some more custom mode edge cases Fixed condition sorting not producing deterministic results when comparing items that don't have condition WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
11 Months Ago
Styling
11 Months Ago
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages For when you need to sort your Pierres from your Bois
11 Months Ago
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
11 Months Ago
Office Ceiling A material/texture pass.
11 Months Ago
Added a way to opt out of automatic sorting, enables a button on the container to sort instead
11 Months Ago
Deployable industrial fluorescent lights
11 Months Ago
Deployable string lights tests
11 Months Ago
Fixed sorting settings not getting immediately applied on the client side when changed
11 Months Ago
More custom fixes
11 Months Ago
Items not present in the custom snapshot are now last
11 Months Ago
Better handling of blueprints in custom sorting mode
11 Months Ago
Fixed snapshot not working reliably Better grid layout for custom mode Alphabetic sorting now works with blueprints (sorts based on name of the blueprint target)
11 Months Ago
Fix soundtrack not showing as purchased Implement song preview with auto toggle off
11 Months Ago
merge from tincan_alarm
11 Months Ago
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11 Months Ago
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11 Months Ago
Minor code change on the wire deployment following the construction errors refacto
11 Months Ago
merge from main
11 Months Ago
merge from buildingerrors_improvements
11 Months Ago
"Blocked by ore" when placing on ores
11 Months Ago
"Blocked by debris" when placing on debris
11 Months Ago
Renamed HAB repair dummy item name to display "Blocked by Hot Air Balloon" error messages
11 Months Ago
Fixed various NRE when deploying items on non-entity world prefabs
11 Months Ago
merge from main
11 Months Ago
Wire deploy error fixes
11 Months Ago
Proper toggle setup for playing music
11 Months Ago
Code cleanup
11 Months Ago
Populate the DLC tab and get popups working Fix FlexTransition breaking if SwitchState is called before Awake is actually called
11 Months Ago
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11 Months Ago
reset scale variance on wood log pile
11 Months Ago
Removing "RECYCLER IN SAFE ZONE" spam at server startup
11 Months Ago
Added detailed error messages when failing to deploy the tin can alarm wire
11 Months Ago
Fixed tin can alarm wire deployable on terrain holes
11 Months Ago
Merge from hot_reload_unity -> main
11 Months Ago
Commit package-lock
11 Months Ago
merge from main
11 Months Ago
Merge from hot_reload_unity -> main
11 Months Ago
Add hotreload package manually since specifying the package link requires a git client on PC
11 Months Ago
merge from main
11 Months Ago
Rough initial model - lift and drag calculated from arbitrary control surface definitions, needs splitting up more - still requires some fudge factors for proper lift within desirable rust speeds