reporust_rebootcancel

124,522 Commits over 4,171 Days - 1.24cph!

Yesterday
Filled all the refs in all takeovers, removed the direct page reference field
Yesterday
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
Yesterday
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
Yesterday
naval_update -> scientist_boat_ai
Yesterday
move colorpicker to separate assembly, refactor some jank third party code
Yesterday
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
Yesterday
Fix chainsaw hit sounds not playing in first person
Yesterday
First pass on dynamic nav obstacles
Yesterday
merge from naval_update -> deep_sea
Yesterday
merge from main -> naval_update
Yesterday
Merge from boat_building
Yesterday
merge from lop_entity_spawn_time -> main
Yesterday
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
Yesterday
Fix accidental negative collider on sail post
Yesterday
halloween floorpaper setup and wip textures
Yesterday
Fix getting stuck in the wander state if we exit seek without reaching our target
Yesterday
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
Yesterday
Update: UI_Store - drop UI_StoreItemOverlayPage references - resaved prefab Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles. Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
Yesterday
merge from main
Yesterday
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Yesterday
merge from fix_tags_levelurl -> main
Yesterday
Merge from boat_building
Yesterday
Merge from parent
Yesterday
Include level url in server tags
Yesterday
Prepare migration of entities currently having a navObstacleComponent
Yesterday
Static versions of deployed/world model props, replaced in scene
Yesterday
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Yesterday
Plays the correct third person deploy sound
Yesterday
unity tutorial update
Yesterday
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Yesterday
merge from naval_update/deep_sea
Yesterday
Added IClientComponent to CullWhenInside so they never spawn on the server
Yesterday
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
Yesterday
floating city 2 layout update, connected most barges and piers together
Yesterday
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset Using this to try to avoid caching of store assets Tests: opened and closed Abyss page a couple times with DB backend
Yesterday
Harmonised plywood across scene, added another plywood variant
Yesterday
Merge from parent
Yesterday
Compile fix
Yesterday
merge naval_update to cannon_code
Yesterday
fix Adobe Building Skin token
Yesterday
Fix mouse aiming with the cannon