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136,389 Commits over 4,324 Days - 1.31cph!

3 Days Ago
merge from main
3 Days Ago
remove debug logs
3 Days Ago
added flag toggle for hopper on all component boxes
3 Days Ago
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark
3 Days Ago
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
3 Days Ago
Updated conditions for component boxes showing contents, removing competitive disadvantage of raiders seeing box contents. Added flag for hopper on component boxes, to hide some parts of visuals
3 Days Ago
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk - pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor - only dispose NativeSimData once when it's shared - saves 80MB
3 Days Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
3 Days Ago
Merge from main
3 Days Ago
Fix client compile error
3 Days Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
3 Days Ago
merge from main
3 Days Ago
regenerate testlist
3 Days Ago
merge from optimize_sleeping_bag -> main
3 Days Ago
merge from optimize_sleeping_bag -> main
3 Days Ago
Compile fix
3 Days Ago
merge from boxes_dlc
3 Days Ago
merge from main
3 Days Ago
merge from boxes_dlc
3 Days Ago
exported updated 3p bone knife anims
3 Days Ago
rebase on main
3 Days Ago
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
3 Days Ago
Tweaked the tropical texture atlas source files to solve the puddle issue.
3 Days Ago
merge from indirect_instancing (build fix)
3 Days Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
3 Days Ago
Fix client and server build 🎳
3 Days Ago
Merge from treasure_mission_fix
3 Days Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
3 Days Ago
Fix a few boat piece construction placeholder meshes.
3 Days Ago
boat_ai_reverse_preference_fix -> main
3 Days Ago
Setting up burstcloth and skinning for ghost sheet
3 Days Ago
fix missing z-buffer when rendering forward opaques
3 Days Ago
Fix bbs not setting owner id correctly with deploy & edit
3 Days Ago
texturing progress - apartment complex
3 Days Ago
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
3 Days Ago
Added coffee table to prefab
3 Days Ago
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3 Days Ago
Apartment kits update
3 Days Ago
merge from indirect_instancing
3 Days Ago
rebase on main
3 Days Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
3 Days Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
3 Days Ago
loot_container_populateloot_fix -> main
3 Days Ago
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
3 Days Ago
merge from hackweek_more_tests
3 Days Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
3 Days Ago
merge from main
3 Days Ago
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3 Days Ago
Add poolable component to contional contents, hide/show box contents depending on building privilege
3 Days Ago
merge from naval_update/io_boats