reporust_rebootcancel

137,085 Commits over 4,352 Days - 1.31cph!

5 Minutes Ago
Add command to refresh server list manually (for testing download)
9 Minutes Ago
Fix seed not being applied to weather preset selection/order correctly
42 Minutes Ago
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
1 Hour Ago
merge from main
1 Hour Ago
Swap logic check round for the cache isOn
1 Hour Ago
Try/Catch instead of just rawdogging it
1 Hour Ago
- Grab banned servers only when cache is set to false - Seperate banned servers into its own class seperate from the manifest - Wire a nice await before refreshing currently opened brwoser into the server browser page
1 Hour Ago
culling mode set to animate all on salvaged axe viewmodel prefab
2 Hours Ago
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
3 Hours Ago
Fix animals and naval scientists only fleeing or being passive
3 Hours Ago
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
3 Hours Ago
Fix path not logging to vddraw, fix animals always fleeing
3 Hours Ago
Phrase update
3 Hours Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
3 Hours Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
3 Hours Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
3 Hours Ago
Fix animals running in circles
3 Hours Ago
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
4 Hours Ago
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4 Hours Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
4 Hours Ago
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)
4 Hours Ago
Armor -> Armour in the storage box store page pack description
4 Hours Ago
Skin pass for snow jacket
4 Hours Ago
replacing train tunnel prefabs TriggerWakeAIZ
4 Hours Ago
merge from main
4 Hours Ago
merge from main
4 Hours Ago
merge from storepage_boxes
5 Hours Ago
Added pack to storage section
5 Hours Ago
Merge from PlayerRigUpdate2
5 Hours Ago
Skin pass for hide pants
5 Hours Ago
Model changes and prefab light set dressing for kiosk D
5 Hours Ago
Fix compile errors from merge
5 Hours Ago
Pack showcase media
5 Hours Ago
merge from boxes_dlc
5 Hours Ago
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
5 Hours Ago
remove debug logs
5 Hours Ago
merge from boxes_open_access
5 Hours Ago
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
5 Hours Ago
also copy sleep delay and zones in tool
5 Hours Ago
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
6 Hours Ago
Pack showcase wip
6 Hours Ago
Merge: from main
6 Hours Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
Today
Fixed slot machine not animating with Indirect Instancing
Today
merge from storepage_boxes
Today
Revert EditorSettings
Today
Fixed skin viewer not showing any box content Media size tweaks
Today
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
Today
disabled mip streaming on the decal textures for shipping containers