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140,402 Commits over 4,383 Days - 1.33cph!

2 Months Ago
Deleting old armoured ladder hatch folder
2 Months Ago
Adding missing anim controller file for armoured ladder hatch
2 Months Ago
Handle damage redirect for boat specific deployables.
2 Months Ago
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
2 Months Ago
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from main
2 Months Ago
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
2 Months Ago
Merge from hackweek test. Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
2 Months Ago
merge from coconut_collider_fix
2 Months Ago
merge from tc_corpse_preventbuilding_fix
2 Months Ago
Fix tool cupboard softcore corpse missing a prevent building volume
2 Months Ago
glass material tweaks and meshes that go alongside, more basic vpaint progress
2 Months Ago
Adding rig for armoured ladder hatch
2 Months Ago
Enabled Read/Write on Coconut Collider to stop error spam
2 Months Ago
codegen again
2 Months Ago
Removed the max cap on the shadow lights convar so it can be increased further for media
2 Months Ago
merge from main
2 Months Ago
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
2 Months Ago
Bypass AI animations again Bypass modular car garage animation
2 Months Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
2 Months Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
2 Months Ago
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
2 Months Ago
Fixed import on G note tuba play anim (needs at least 1 frame)
2 Months Ago
Merge from modular_boats_rw
2 Months Ago
Merge from hackweek_boxsorting
2 Months Ago
Merge from fix_grenade_split_world_skin
2 Months Ago
Merge from coconut_collider_fix
2 Months Ago
Merge from collectable_optim_pass
2 Months Ago
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
2 Months Ago
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
2 Months Ago
Remade water barrel collider with primitives, it had a non-convex mesh collider
2 Months Ago
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
2 Months Ago
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
2 Months Ago
Reduced minecart planter colliders count from 16 to 4
2 Months Ago
All IO water items deployable on boats
2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
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2 Months Ago
Merge from fix_roof_debris
2 Months Ago
Fixed ceiling fluorescent light invisible cables and meleehack invalids
2 Months Ago
Merge from growable_menu_changes
2 Months Ago
Merge from print_speed
2 Months Ago
Merge from fix_backpack_priority_attire
2 Months Ago
Merge from kapok_branch_col_optim
2 Months Ago
merge from naval_update/io_boats
2 Months Ago
Compile fix
2 Months Ago
Use GetRootParentEntity instead of the new GetRootParent method
2 Months Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
2 Months Ago
Minor adjustment to branch collider