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131,429 Commits over 4,262 Days - 1.28cph!

2 Months Ago
Fixed NRE when checking out the cancer research UK plushie
2 Months Ago
pt_boat_gameplay_pass -> naval_update
2 Months Ago
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
2 Months Ago
Fixed missing text on premium modal
2 Months Ago
Initial work to allow the ai to work on the PT Boat
2 Months Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
2 Months Ago
gun_turret -> naval_update
2 Months Ago
Manifest
2 Months Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
2 Months Ago
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2 Months Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
2 Months Ago
naval_update -> gun_turret
2 Months Ago
disable streaming on construction guide normal maps while active
2 Months Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
2 Months Ago
adding small ramp rig
2 Months Ago
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
2 Months Ago
radtown t0 crate normal fix
2 Months Ago
Updating 50 cal fbxs with new bones
2 Months Ago
Cleaned up earlier test. Now takes a list of scene items that can be batch rendered. Added "Batch Render Scene Items" context menu. Removed old "test" methods and context menus.
2 Months Ago
Reapply oilrig monument changes for mission
2 Months Ago
Update: Add FallbackUploader - uses primary uploader if enabled, otherwise uses fallback - Added a test that checks it - DryRun is now a per-accumulator settings instead of a global overwrite - lets each uplaoder decide how to act Allows us to setup flexible chains(extra loggers, backups, etc), and more importantly we can emulate current analytics flow Tests: ran unit tests
2 Months Ago
Merge from naval_update
2 Months Ago
floating city 4 update
2 Months Ago
split client/server calls to write baked data
2 Months Ago
fix rotation being inverted
2 Months Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
2 Months Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
2 Months Ago
prison barge - tweaks to culled groups
2 Months Ago
Update: Move accumulators into uploaders - AnalyticsTests.TestUploade has logging enabled permanently to help validate things It was a blocker to implement uploader chains (which I discovered we need for server, but should be quick) Tests: ran unit tests
2 Months Ago
50cal single reload, idle and fire block out animation content
2 Months Ago
Casino barge dressing progress Culling volume first pass
2 Months Ago
UI_StoreGeneralTab.OnOpened NRE fix attempt
2 Months Ago
corrected blit so it scales and rotates properly
2 Months Ago
missing file
2 Months Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
2 Months Ago
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2 Months Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene
2 Months Ago
WIP submit of floating city variant 3
2 Months Ago
tweaks to mannequin draw distances via lodgroup
2 Months Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
2 Months Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
2 Months Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
2 Months Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
2 Months Ago
Update: Accumulators can now log what they're being fed This revealed a bug with json concatenation, should be a quick fix Tests: ran unit tests
2 Months Ago
Removed tarp from plywood_e and added a plywood_f prefab
2 Months Ago
Post merge compile fix
2 Months Ago
Added streaming controller component to the skin viewer camera, fixes blurry textures
2 Months Ago
4k ramp textures
2 Months Ago
Merge from main