reporust_rebootcancel

120,569 Commits over 4,018 Days - 1.25cph!

12 Days Ago
Added ability for ladders to require jump to mount Enabled on the bottom ladder volume of the vine swinging tree, meaning players will need to jump to start climbing the vine tree but the upper portion of the tree will still behave like a normal ladder
12 Days Ago
Adjust prevent building volume around vine trees to be smaller at the bottom, same size at the top Allows more building around the trees, and has enough clearance for a high external gate
12 Days Ago
Cherrypick from CS 118901 (manifest don't generate loot tables)
12 Days Ago
merge from outbreak_scientist -> jungle_update
12 Days Ago
merge from fix_tree_tool_init -> main
12 Days Ago
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
12 Days Ago
Fixed trees not respawning Added debug.respawnvinetreesinradius
12 Days Ago
Fix vine viewmodels appearing for all players in network range when someone swings on a vine
12 Days Ago
Bunch of WIP to support transitioning the snake entity to being a resource dispenser on death without using a separate corpse, so that we can keep the nicer death anim as a corpse visual and eliminate some ragdoll issues too.
12 Days Ago
Fixed NRE on server startup when loading a player mounted to a saddle that belonged to an invalid mountable (horse prefab name was changed)
12 Days Ago
Kapok tree stump polish / improved ao on kapok trees
12 Days Ago
Ceiling light facelift. _nobracket variant of the model, so that it doesn't look bolted to mid-air. Volumetrics vs refraction interference fix.
12 Days Ago
Kapok tree / fixed vertex color
12 Days Ago
Updated swinging vine view model with more geometry Added leaf flutter to the vine
12 Days Ago
Remove some unused variables
12 Days Ago
Actually make the debug text visible
12 Days Ago
merge from fix_manifest_generate_loot -> main
12 Days Ago
Fix metal detector sources not spawning in the jungle
12 Days Ago
damageScale, distanceScale and projectileScale set to 1. Adjusted dart velocities.
12 Days Ago
Lerp the slack instead: way nicer result
12 Days Ago
Nuke the length calculation from the Protobuf as well
12 Days Ago
Merge from protobuf_fixes (exception trobleshooting)
12 Days Ago
Log the full exception in WorldSerialization.Save+Load
12 Days Ago
Ensure all assets are written to disk after `Update Loot Tables` is ran
12 Days Ago
- Don't take progress via RPC try and calculate it instead - Adjust length parameters to adjust as the player swings
12 Days Ago
Prevent generating manifest from generating new loot tables - only runs manually via `Tools/Update Loot Tables`
12 Days Ago
Hookup anim in holdtype so third person fire anim triggers
12 Days Ago
Some radiation dart changes: Capped to 3 applications, 10 radiation each. Effect is now reduced by radiation protection.
12 Days Ago
Updated wood armour gloves materials, textures, and viewmodel and viewmodel prefab
12 Days Ago
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!) Battery FX fix.
12 Days Ago
Baked LOD3s for piper nigrum. Rehooked up disconnected LOD states.
12 Days Ago
Remove FastIK
12 Days Ago
Jungle ground plants building displacement
12 Days Ago
merge from tunacanlamp_preventbuilding_fix
12 Days Ago
Simplelight polish WIP.
12 Days Ago
Merge from protobuf_fixes
12 Days Ago
Fix RPC error in SetInheritedVelocity
12 Days Ago
Fixed tuna can lamp blocking placement through walls, its prevent building volume was quite large Also fixed its bounds that were completely off, causing issues with LOS checks and error messages
12 Days Ago
viewmodel - Edited end of reload to finish in ADS idle pose (to stop it freaking out if r/click is held prior to it finishing)
12 Days Ago
Cleaned up, meshes, WM and icon updates
12 Days Ago
Missed a commit - darkened piper nigrum albedo layer slightly.
12 Days Ago
Tapered corner pieces of piper nigrum. Added final translucency.
12 Days Ago
Fixed misaligned interior pillars inside Zigg on LOD1 and LOD2.
12 Days Ago
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12 Days Ago
Merge: from ioentity_slacklevels_pooling - Fixes IO entity spilling List<float> on save Tests: build a couple water tanks and checked pool.print_memory
12 Days Ago
Bugfix: use pooled List<float> during IOEntity's slacklevels saving Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure. Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative
12 Days Ago
Updated Conditional Meshes
12 Days Ago
Removed all animation from the electric furnace lighting, because it's not a flickering fire.