reporust_rebootcancel

131,612 Commits over 4,262 Days - 1.29cph!

2 Months Ago
Add ServerVar 'global.legacymonumentnotifications' for forcing old monument notification behaviour (UI message, no sounds)
2 Months Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
2 Months Ago
Merge from small_ramp
2 Months Ago
merge from deep_sea
2 Months Ago
updated naval small ramp animations
2 Months Ago
Scaled the deep sea marker, so it fits when the portal spawns south
2 Months Ago
Merge from parent
2 Months Ago
Re-export animation to remove cannon offset
2 Months Ago
Delete old unused TwitchDrops_render_scene, rename TwitchDrops_render_scene_test to TwitchDrops_render_scene
2 Months Ago
Commit to single render method (previous "test version"), removing menu options.
2 Months Ago
merge from naval_update
2 Months Ago
Added bed to render scene
2 Months Ago
merge from deployguidedraw_nre_fix
2 Months Ago
Prefab with WIP FX.
2 Months Ago
Ship cannon WIP.
2 Months Ago
FX Progress Cannon AO not sRGB space.
2 Months Ago
Use additive blend and alpha max for heights should solve height blending issues
2 Months Ago
fix deployguide nre when holding tripod spotlight
2 Months Ago
Fixed the terrain mesh collider for Tropical1 not being on the terrain layer, was preventing AI from snapping to it properly S2P Tropical1, no actual scene changes though Also removed an allocation when setting up the mesh terrain
2 Months Ago
Casino barge exterior dressing progress
2 Months Ago
merge from potential_guide_artifact_fix
2 Months Ago
potential mesh guide artifacting workaround
2 Months Ago
2 Months Ago
Update: Integrate the new AnalyticsManager into existing logic - Guarded by `analytics.usev2` (default off for now) - Bugfix for rate-limiting being disabled due to mixing Now and UtcNow (whoops) - Added global `analytics.dryrun` and `analytics.log` Did a cursory test in editor using dry running and it seems to be working, but it leaks performance data into player_tick blobs. Need to reorganize accumulators again - always-aggregate isn't always valid. Tests: used above switches and monitored data flow.
2 Months Ago
Add field for setting description of workshop submissions
2 Months Ago
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2 Months Ago
merge from skinviewer_streaming_fix
2 Months Ago
Added PT boat 50cal ammo mounts
2 Months Ago
merge from shield_back_fix
2 Months Ago
merge from twitch_background_nre
2 Months Ago
merge from radtown_t0_crates
2 Months Ago
merge from storecheckout_nre_fix
2 Months Ago
Fixed NRE when checking out the cancer research UK plushie
2 Months Ago
pt_boat_gameplay_pass -> naval_update
2 Months Ago
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
2 Months Ago
Fixed missing text on premium modal
2 Months Ago
Initial work to allow the ai to work on the PT Boat
2 Months Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
2 Months Ago
gun_turret -> naval_update
2 Months Ago
Manifest
2 Months Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
2 Months Ago
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2 Months Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
2 Months Ago
naval_update -> gun_turret
2 Months Ago
disable streaming on construction guide normal maps while active
2 Months Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
2 Months Ago
adding small ramp rig
2 Months Ago
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
2 Months Ago
radtown t0 crate normal fix