reporust_rebootcancel

139,480 Commits over 4,352 Days - 1.34cph!

8 Minutes Ago
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8 Minutes Ago
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11 Minutes Ago
manifest rebuild for kiosk signs
16 Minutes Ago
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
16 Minutes Ago
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
19 Minutes Ago
Fix tiger prowling and croc intimidation
24 Minutes Ago
Centralize all flags in npc networking component
40 Minutes Ago
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
42 Minutes Ago
Merge from terrain_renderer
43 Minutes Ago
prefabs/Wallpaper/ ok
48 Minutes Ago
Tutorial animation updates
49 Minutes Ago
Merge from main
59 Minutes Ago
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
1 Hour Ago
Clamp renderdistance with a minimum to fix some edge case issues
1 Hour Ago
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
1 Hour Ago
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1 Hour Ago
edited holster/baclpack positions on salvaged axe entity
1 Hour Ago
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1 Hour Ago
Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
1 Hour Ago
Improve fillmounts command - works correctly with horses, prints better feedback
2 Hours Ago
tier 1 workbench empty version
2 Hours Ago
Merge from 3p_spectator_improvements
2 Hours Ago
merge from workbench automated_tests
2 Hours Ago
Fix spam from passing in a zero vector to Quaternion.LookRotation when spectating mounted bots
2 Hours Ago
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
2 Hours Ago
Merge from main
2 Hours Ago
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
2 Hours Ago
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets - added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
3 Hours Ago
merge from main
3 Hours Ago
Merge from main
3 Hours Ago
added sofas to prop team prefab and wood shutters greybox
4 Hours Ago
KickHazmat skinning update
4 Hours Ago
3p sitting anims and clips updated
4 Hours Ago
Aded headbob to waterwheel
4 Hours Ago
Merge from main
4 Hours Ago
merge from main
4 Hours Ago
prefabs/Food/ ok prefabs/Instruments/ ok prefabs/IO/ ok prefabs/Locks/ ok prefabs/Misc/ ok
4 Hours Ago
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4 Hours Ago
Add padding to int params
5 Hours Ago
Fix draw distance max cell calculation and snap to furthest lod
Today
Fixed grenade anim override not using throw animations
Today
Fixed holster info bone name not working if supplied bone was spine4
Today
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead) Exposed as an accessor for now, not in the inspector Fixed submarine passenger seat spinning Fixed snowmobile passenger seats, had to mark sit pose animations as loops Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
Today
Don't show parachute canopy on legs renderers
Today
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Today
industrial shelves - update item inventory move sounds to metal - assigned metal sfx