reporust_rebootcancel

130,007 Commits over 4,140 Days - 1.31cph!

5 Months Ago
Merge from miner_hat_skin_fix
5 Months Ago
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5 Months Ago
Vending machine merge Added dropLootDestroyPercent to ContainerIOEntity
5 Months Ago
Merge from codelocked_crate_lod_fix
5 Months Ago
merge from groundwatch_nre_fix
5 Months Ago
Fixed GroundWatch always treating non-entity colliders as invalid
5 Months Ago
merge from main
5 Months Ago
Tree compile error
5 Months Ago
merge from Easter_event_2025
5 Months Ago
Fixed eggs spawning over terrain holes
5 Months Ago
Compile errors
5 Months Ago
Convar to disable vine drawing
5 Months Ago
Route vine length through protobufs instead (much better results)
5 Months Ago
More distance calculation bugs
5 Months Ago
tweaked gib colliison to be smaller to allow gibs to collapse more easily
5 Months Ago
Fix bug causing vines to be incorrect lengths acording to distance
5 Months Ago
balanced specular boost on rustige eggs across the board
5 Months Ago
remade and rebuilt gibs for Wooden Double Doors, Armored Double Doors and Factory Door
5 Months Ago
merge from largefurnaceoptimize
5 Months Ago
merge from crossbow_arrow_fix_2
5 Months Ago
merge from premium_network_error_fix
5 Months Ago
Merge from snakes
5 Months Ago
Add water depth check to ValidatePosition when re-positioning. Allow shallow water but nothing more.
5 Months Ago
Vine ddraw debug stuff
5 Months Ago
Fix delayed triggers after repositioning.
5 Months Ago
Bunch of refactoring. Fix double strikes. Reduce reposition delay.
5 Months Ago
Setup LOD on vine line renderer
5 Months Ago
Clamp max vine length
5 Months Ago
Applied same fix to double wood door, double armored door and factory door (not working atm)
5 Months Ago
Fixed doors and garage door gibs not being skinned
5 Months Ago
Merge from hackweek_reduce_copies_2
5 Months Ago
Merge from main again
5 Months Ago
Update protobuf code generator (added back ReadUInt64 overload for array/span)
5 Months Ago
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
5 Months Ago
Merge from main
5 Months Ago
merge from io_networkcache
5 Months Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
5 Months Ago
Merge from jungle_update (animal eyes shining in the dark)
5 Months Ago
Update wolf night eyes effect
5 Months Ago
Re-enabled network cache on RF and RC entities, not needed anymore
5 Months Ago
Enable croc eyes shining in the dark
5 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
5 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
5 Months Ago
Face towards player when re-appearing
5 Months Ago
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5 Months Ago
Merge from jungle_update
5 Months Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
5 Months Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
5 Months Ago
Fixed vine renderers not spawning on proc gen
5 Months Ago
merge from high_walls_skins