reporust_rebootcancel

139,985 Commits over 4,383 Days - 1.33cph!

Today
Update: Visibility.Provider now can create network groups in a thread-safe fashion - organized hardcoded groups into their own collection - Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit Tests: Booted and ran around on craggy. compiled for all modes separately
Today
Remove entity mod from mortar shells
Today
Update manifest
Today
Delete old placeholder mortar entities
Today
Mortar IK ref points updated and anims exported
Today
exported edited salvaged hammer refresh vm anims
Merge from main
Today
Updating mortar rig with hand IK targets
String material texture offset gets updated according to the current rotation of the wheel bone
Yesterday
apartment complex exterior baked LODs
Yesterday
workbench upgrades models and textures (salvage, recycle and comfort)
Yesterday
merge from main
Yesterday
Can't open upgrade inventory if building blocked
Yesterday
merge from hair_fixes
Rin
Yesterday
merge from bandit_sentry_culling_fix
Rin
Yesterday
merge from armored _ladder_hatch_material_fix
Yesterday
Add ApplyVertexColorStrength and ApplyVertexAlphaStrength to material property block for hair dye
Rin
Yesterday
merge from floating_city_oilrig_leg_fix
Rin
Yesterday
merge from ferry_terminal_nets
Yesterday
Added support for per workbench-level upgrade visuals. Assigned reinforced visuals for all workbench levels.
Yesterday
Hook new navmesh to ghostships and tropical islands
Yesterday
Fixed hair caps not working on some player seeds Disabled shadows on midlength hair
Yesterday
Rentable Shop D - LODs, collision, shutter LODs, shutter polish, replaced models with prefabs in main prefab
Yesterday
Fix client server compile errors
Yesterday
Don't reset new speed consistency test params between runs
Yesterday
▆ ▄▉▌▍▄ ▊▅▊▇ ▄▊▅▉▊▋█▉▌▉▇▄█▇▅▊▌▌▍▄▊
Yesterday
▊ ▌ ▌▊▉ ▅▅▊█▍▇▌█ ▄▍▅▍▍▌▅▅ ▌▆▍▄▍▄▅▊▆▆▊▊█▊▄▄▌▉▉▇ ▉▊▊▄▍▋▋▍▌▅▉ ▇▆▊▌▉▌▊▉ ▅▍▍▆▋▋▅▍▇▌ ▅▅█▆ ▋▊▅ ▊▍▅▆▇▆▋▅ ▊▆▇▌▌▉▅▆▍█ ▇▉█ ▌▆▋ ▋▇▄▋▄ ▅▅▉▍▋▌▍ ▉▇▌▋▆▄▅█ ▋▅▉▇▄ ▍█▌▇▅ ▊▋▊▇█▍▅ ▄ ▅▉▅ ▌▌▅▋▆ ▊▊▉▊▆█▋▌▍ ▊▌▋ ▊▄▊▆▅▌▄▄▆ ▅▍▍▉▅▍▉ ▇▍▆█▉▌▆ ▌▇▋▌▆▄▌█▋ ▅▇▇▄▌▌▊▄▄▊▍█▋ ▉▄▄▉▅█ ▍▇█▅▌▌▌▍█ ▍▌▄█▋▅▌▆▌▌▋ █▇▆▇▍ ▍▋ ▅▋▊▋▊ ▌▇██▋▆▉▆ ▍▍▅▅▆▉█▋ ▊▋▌▆▊ █▄▊▅▄▆▍▄▋▅▋▅▅▆▅▆ ▊▅▄▇▊ ▋█▅▅▅█ █▄▉▍▌ ▉▄█▇
Yesterday
Merge from workbench_upgrades
Yesterday
Fixed visual spawning method breaking initial LOD functionality.
Yesterday
Updating skinning for mannequin
Yesterday
Rebase on /main
Yesterday
Fix missing visual prefab link on reinforced item
Yesterday
Subtract mesh changes to prevent conflicts
Yesterday
Fix reinforced placement links
Yesterday
Break prefab connections on all upgrade visual placement guides for Workbench 1,2,3. Remove the components added by source prefabs. Renamed to show they're placement locations.
Yesterday
exported edited salvaged hammer refresh vm anims
Yesterday
Electric Furnace - updated game and workshop models to remove small overlapping parts
Yesterday
Remove a rogue closing parenthesis in copypaste reply
Yesterday
Merge from main
Yesterday
merge from egghunt_top_rewards_fix
Yesterday
Fix top egg collector reward being lost when the players inventory is full Fix some pool leaks
Yesterday
Electric Furnace - fixes to workshop model
Yesterday
increased culling distance for bandit sentry static
Yesterday
fixed specular values on oilrig leg baked lod mat
Yesterday
S2P all floating cities, to fix a missing material
Yesterday
disabled mesh colliders on fishing nets on the ground at Ferry terminal S2P
Yesterday
Fixing small back pack LODs having incorrect skinning
Yesterday
merge from main