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113,356 Commits over 3,959 Days - 1.19cph!

10 Months Ago
Merge monument crash
10 Months Ago
Merge main
10 Months Ago
Added console command to spawn vendor near road Wheel colliders rotated Collision detection moved to continuous
10 Months Ago
Fixed animator hasAmmo param not getting populated
10 Months Ago
Cherry picking various changes from client_server_fields (fixes various serialization layout compile errors)
10 Months Ago
Merge from gate_serialisation_fix
10 Months Ago
Stomp gates.external.high.stone and gates.external.high.wood with the versions from 96185 and manually apply the change from 96208
10 Months Ago
Compile fix
10 Months Ago
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10 Months Ago
player update. edited 3p ak47 anims
10 Months Ago
Forgot to remove a codelock in the fence gate prefab...
10 Months Ago
Added an exception for garage doors IO wire parenting
10 Months Ago
packages-lock merge fix
10 Months Ago
Code cleanup, pairing & loading fixes
10 Months Ago
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
10 Months Ago
Some cleanup
10 Months Ago
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10 Months Ago
Can set chase ability based on weapon range. Chase state fix for when no move point found.
10 Months Ago
merge from 95921
10 Months Ago
merge from #95921 main
10 Months Ago
merge from branch
10 Months Ago
merge from main
10 Months Ago
Adding weekly skins - April 18 2024
10 Months Ago
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10 Months Ago
Cherry picking Unity.AI.Navigation 2022 changeset
10 Months Ago
Unity 2022 part 1
10 Months Ago
Heavy loot tweak
10 Months Ago
Delete now un-used prefabs
10 Months Ago
Merge from external_holdtobuild
10 Months Ago
Server compile fix
10 Months Ago
merge from qol_demolish_high_walls
10 Months Ago
Client compile fix
10 Months Ago
merge from qol_drag_into_backpack
10 Months Ago
merge from workbench_tax
10 Months Ago
merge from fix_foundation_debris
10 Months Ago
merge from MLRSTimer
10 Months Ago
merge from qol_c4_stuck_block_upgrade
10 Months Ago
merge from qol_demolish_high_walls
10 Months Ago
merge from external_holdtobuild
10 Months Ago
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote) Remove promote to leader popup when looking at another player
10 Months Ago
Fixed reversed suspension on new bike model (suspension still needs other work)
10 Months Ago
Merge from child branch (don't know how that happened)
10 Months Ago
Server side check
10 Months Ago
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
10 Months Ago
Fix debris spawning on top of eachother when a foundation breaks, then a wall breaks after
10 Months Ago
Deploy guide parenting fixes, still need to fix the bounds check
10 Months Ago
Add debris to square & triangle foundations - debris added to all foundation wall sockets - 1 debris added on terrain in center of foundation https://files.facepunch.com/jakerich/vBA5ptZzQPvqzAhX/buUrI3Cu6T0zkcBo.jpg
10 Months Ago
Cleanup
10 Months Ago
Occlude underwater rendering.
10 Months Ago
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information