reporust_rebootcancel

139,072 Commits over 4,352 Days - 1.33cph!

Today
Merge from terrain_renderer
Today
Merge from main
Today
Remove debug colour terrain instance data Remove terrain mesh collider tests Disable on deepsea Update terrain quality on init
Today
merge from skinviewer_easter
Today
New rustige egg skin viewer music
Today
merge from main
Today
merge from main
Today
Mark the position/rotation offset fields on ShieldHeldEntitiyOffset as read only, they should only be applied with the editor button Update butcher knife offset, very minor change
Today
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
Today
Fix FoliagePlacements when using MeshRootTerrain
Today
Fix merge issues Fix non-procedural scenes where the terrainRenderer has not been setup Clean up Geoclipmap debug code
Today
Fixed a bunch of gestures set to loop incorrectly Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes Prevents the state machine switching to the idle state and still being visible during the fade Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
Yesterday
Merge from parent
Yesterday
water wheel deploy fires effects instead of using RPC footsteps now play when a player pushing the water wheel
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
Female head UVset updates
Yesterday
Disabled Has Exit Time on the SItting -> Exit animation state The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts It always did this, but because the default sit animation was a single frame it was unnoticable
Yesterday
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
Yesterday
fix sky compositing regression
Yesterday
Merge from projectile_visibility_fix
Yesterday
Fix projectile effects instigated by other players spawning under the map
Yesterday
FX/lighting prefab.
Yesterday
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Yesterday
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Yesterday
Updated UVsets on FemaleAverage LODs for hair caps
Yesterday
Update branch - Fix download_server_list command not passing whether to include empty servers or not
Yesterday
kiosk signs
Yesterday
merge from main -> fix_server_browser_compression
Yesterday
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Yesterday
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Yesterday
merge from overfishing
Yesterday
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Yesterday
comment out ddraw for compiler issue
Yesterday
merge from qol_bug_report_config -> main
Yesterday
up default time to 30min
Yesterday
Clean: simplify sync from flying cache back to players Tests: none, trivial change
Yesterday
Include client.cfg when making a bug report to help when looking into the bug reports
Yesterday
Clean: annotate AreFlying jobs with context comments - got rid of ref and added ReadOnly in a couple places Tests: compiles
Yesterday
merge from main
Yesterday
Fix the deployable / redirect issues flagged earlier - a few fireworks were changing variant when picked up - industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them - fluorescent ceiling light had different protection and HP than regular ceiling light - one of the lunar dividers had incorrect protection - innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target - reactive target could be picked up while building blocked All green now ✅
Yesterday
merge from fix_network_profiling_broadcast -> main
Yesterday
Add toast message is area is overfished
Yesterday
Merge from monument_notification_sounds
Yesterday
Fix network profiling not counting how many packets are queued on main thread vs broadcast to multiple players
Yesterday
Changes to server gameplay event notifications: - All gameplay events now run through the WorldNotificationConfig asset. Events without sounds will always display UI toast messages, as before - Cleaned up how the monument notifications worked, now go through the player like toast messages do. Was able to get rid of the entity on oil rigs used just for sending the event notification. S2P both oil rigs - Player and event must both be inside/outside the deep sea for the player to be notified of that event - Removed ServerVar 'global.legacymonumentnotifications' and ClientVar 'ui.monumentnotificationtoasts'. Replaced with ClientVar 'ui.worldnotifications' and an option under game settings->UI->misc to set prefer sounds/sounds+toast/toast only - Corrected the AI generated convar description for 'graphics.compass'. Doing my part in the machine war
Yesterday
merge from deep_sea_sleeping_bag -> main
Yesterday
Codegen
Yesterday
Window atlas update