reporust_rebootcancel

135,838 Commits over 4,324 Days - 1.31cph!

9 Minutes Ago
Remade water barrel collider with primitives, it had a non-convex mesh collider
26 Minutes Ago
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
1 Hour Ago
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
1 Hour Ago
Reduced minecart planter colliders count from 16 to 4
1 Hour Ago
All IO water items deployable on boats
1 Hour Ago
Merge from main
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Merge from fix_roof_debris
1 Hour Ago
Fixed ceiling fluorescent light invisible cables and meleehack invalids
1 Hour Ago
Merge from growable_menu_changes
1 Hour Ago
Merge from print_speed
1 Hour Ago
Merge from fix_backpack_priority_attire
2 Hours Ago
Merge from kapok_branch_col_optim
2 Hours Ago
merge from naval_update/io_boats
2 Hours Ago
Compile fix
2 Hours Ago
Use GetRootParentEntity instead of the new GetRootParent method
2 Hours Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
2 Hours Ago
Minor adjustment to branch collider
3 Hours Ago
Merge from main
3 Hours Ago
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3 Hours Ago
Can't connect IO entities not sharing the same root parent
3 Hours Ago
More IO prefabs deployable on boats
3 Hours Ago
Fixed some broken rock formations in NMS (scene only)
3 Hours Ago
Merge from windturbine_deploy_sfx
3 Hours Ago
Merge from improved_embrasures_colliders
3 Hours Ago
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
3 Hours Ago
Merge from ambient_light_lod_fix
3 Hours Ago
Merge from 20mindayextension
3 Hours Ago
Merge from main
4 Hours Ago
Merge from hackweek_meshlod_qol
4 Hours Ago
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
4 Hours Ago
Merge from main
4 Hours Ago
Wire snapping works on moving boats
5 Hours Ago
Test list
5 Hours Ago
Fixed electric furnace deploy volume not including Vehicle_Large
5 Hours Ago
Remade large battery collider with primitives, it had a non-convex mesh collider
5 Hours Ago
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally
5 Hours Ago
merge from workshop_animator_controls -> main
5 Hours Ago
slightly better looking animator control buttons
6 Hours Ago
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6 Hours Ago
Add workshop animator controls, with setup for bbq skinnable
Today
improved building_generic_trims textures
Today
merge from skinviewer_cleanup
Today
Tweaked chinese lantern skinviewer lighting
Today
merge from skinviewer_cleanup
Today
Added LNY spear and chinese lantern to the skin viewer Removed the random order for the limited tab
Today
merge from harbor_container_ladder_fix
Today
merge from main
Today
Fix rope ladders on a container in harbor being falsely disabled unless the crane rotates Extend container parenting volumes Fix a RendererBatch component causing visual issues S2P harbor 1