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130,411 Commits over 4,140 Days - 1.31cph!

Yesterday
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
Yesterday
Fix not being able to place barricades on train tracks when near/in a monument
Yesterday
Force mannequin to always use male body type
Yesterday
Move portal teleport code into DeepSeaManager.Portals.cs
Yesterday
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
Yesterday
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
Yesterday
adjusted mannequin collider so it cant put it's arms through walls
Yesterday
fix uppercase mannequin prefab paths
Yesterday
Disable more burst attributes for place entities offshore
Yesterday
merge compile error fixes to aux
Yesterday
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage - Expanded TestWaterFactorsConsistency unit test to detect this case Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor Tests: ran unit tests
Yesterday
merge from decor_lighting_dlc
Yesterday
fix compile error
Yesterday
merge from decor_lighting_dlc
Yesterday
Mannequin can be deployed on tugboat
Yesterday
Fix mannequin inventory swapping and dropping issues
Yesterday
Fluo ceiling light deploy volume tweaks
Yesterday
Force disable HLOD while Indirect Instancing is enabled
Yesterday
merge compile error fix straight to Aux to test
Yesterday
Floating city / casino progress and medical bay dressing progress
Yesterday
Static beach parasol prefabs
Yesterday
Improvised walkways / merged all floor meshes and setup temporary colliders
Yesterday
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
Yesterday
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
Yesterday
merge naval_update to Aux
Yesterday
merge from fix_burst_compiler_errors to naval_update
Yesterday
Move GenerateSpawnPoints job to its own file.
Yesterday
gunshot_network_range_improvements -> main
Yesterday
Progress backup More splat files & palette stuff.
Yesterday
Can only deploy chandelier on flat surfaces Can't deploy chandelier on the deployed layer
Yesterday
Restored bolt and l9 to be 700 meters
Yesterday
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
Yesterday
merge from vclouds_default_enable
Yesterday
menu convar
Yesterday
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
Yesterday
Added construction to the table lamp deploy vol layer mask
Yesterday
Fixed mannequin loot panel title being "Locker"
Yesterday
Dump players going back to main island offset from the main island portal instead of on spawn beach - keep failback to put onto spawn beach incase something happens to the portals
Yesterday
merge from decor_lighting_dlc
Yesterday
Can't drag and drop items on a backpack equipped to a mannequin
Yesterday
merge from naval_update -> aux1
Yesterday
merge from vclouds_default_enable
Yesterday
merge from deep_sea -> naval_update
Yesterday
main -> gunshot_network_range_Improvements
Yesterday
rename graphics.vclouds to graphics.volumetric_clouds
Yesterday
syncvar_load_fix_2 -> main
Yesterday
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#
Yesterday
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one Boolean to decide if changing that specific syncvar should invalidate the network cache or not Serverside callback when the server syncvar changes
Yesterday
ceiling light fixes - reconfigured fluorescent ceiling light joints to rest properly at all orientations - don't force moving body back to init state when resting, it looks bad on anything but flat surfaces - fixed pooled ceiling lights not resetting state correctly
Yesterday
merge from deep_sea/portals -> deep_sea