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135,836 Commits over 4,324 Days - 1.31cph!

5 Minutes Ago
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
6 Minutes Ago
Reduced minecart planter colliders count from 16 to 4
13 Minutes Ago
All IO water items deployable on boats
23 Minutes Ago
Merge from main
30 Minutes Ago
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35 Minutes Ago
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48 Minutes Ago
Merge from fix_roof_debris
51 Minutes Ago
Fixed ceiling fluorescent light invisible cables and meleehack invalids
51 Minutes Ago
Merge from growable_menu_changes
53 Minutes Ago
Merge from print_speed
56 Minutes Ago
Merge from fix_backpack_priority_attire
59 Minutes Ago
Merge from kapok_branch_col_optim
1 Hour Ago
merge from naval_update/io_boats
1 Hour Ago
Compile fix
1 Hour Ago
Use GetRootParentEntity instead of the new GetRootParent method
1 Hour 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
1 Hour Ago
Minor adjustment to branch collider
1 Hour Ago
Merge from main
1 Hour Ago
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1 Hour Ago
Can't connect IO entities not sharing the same root parent
1 Hour Ago
More IO prefabs deployable on boats
2 Hours Ago
Fixed some broken rock formations in NMS (scene only)
2 Hours Ago
Merge from windturbine_deploy_sfx
2 Hours Ago
Merge from improved_embrasures_colliders
2 Hours Ago
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
2 Hours Ago
Merge from ambient_light_lod_fix
2 Hours Ago
Merge from 20mindayextension
2 Hours Ago
Merge from main
2 Hours Ago
Merge from hackweek_meshlod_qol
2 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
3 Hours Ago
Merge from main
3 Hours Ago
Wire snapping works on moving boats
4 Hours Ago
Test list
4 Hours Ago
Fixed electric furnace deploy volume not including Vehicle_Large
4 Hours Ago
Remade large battery collider with primitives, it had a non-convex mesh collider
4 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
4 Hours Ago
merge from workshop_animator_controls -> main
4 Hours Ago
slightly better looking animator control buttons
4 Hours Ago
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5 Hours Ago
Add workshop animator controls, with setup for bbq skinnable
5 Hours Ago
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
Today
merge from bbb_entkill_fix
Today
Allow boat building blocks to be ent killed individually in edit mode