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110,921 Commits over 3,928 Days - 1.18cph!

4 Months Ago
fixed compound bbq being hidden away inside a building - put back in party area
4 Months Ago
fixed driftwood_set_3 incorrectly set lods
4 Months Ago
Update: TokenBucket implements IPooled Tests: none, trivial changes
4 Months Ago
added terrain filter checks to coastal rocks
4 Months Ago
Update: Sliced-/GranularAudioClip.Grain now implement IPooled Didn't realize there were extra similar types, added. Tests: None, trivial changes
4 Months Ago
Reverted server rules text to use Unity's legacy text, so symbol characters work out of the box servers rules aren't localized anyway, so there's no need to use RustText here
4 Months Ago
Update: Planner.Guide.Snapping implements IPooled Another candidate for struct conversion - added it to the task. Tests: tested with laser light snapping - still snaps
4 Months Ago
Merge from ai_wolf_iteration
4 Months Ago
Self intersecting polygon bug on Food_Cache_005
4 Months Ago
Update: SoundModulation.Modulator now implements IPooled Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this. Tests: local session, ran around and shot - could hear steps, impact on different surfaces
4 Months Ago
Merge from main
4 Months Ago
Remove test script
4 Months Ago
Conservatively fix compile error caused by #if SERVER
4 Months Ago
Make target component API usage more consistent
4 Months Ago
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
4 Months Ago
Fixed community UI font loading (introduced by 103397) Changed the way we load the default font so changing its path won't break CUI anymore
4 Months Ago
Updated wainscotting icons
4 Months Ago
Added hex-a-gone prototype
4 Months Ago
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.
4 Months Ago
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
4 Months Ago
merge from main
4 Months Ago
Fixed spraycan menu not interactable
4 Months Ago
Wider and stronger lakeside topology for lakes and oasis UE's
4 Months Ago
Update: MusicManager.ClipPlaybackData now implements IPooled Tests: booted in local session, no exceptions
4 Months Ago
Committing WIP work as need to switch branch
4 Months Ago
Update: MusicClipLoader.LoadedAudioClip now implements IPooled Tests: booted in local session, no exceptions
4 Months Ago
Updating: EngineAudioClip.Grain implements IPooled Will need to explore further if it's dead script Tests: None, trivial change
4 Months Ago
Removed missing guid rocks from craggy
4 Months Ago
Merge: from main Tests: none
4 Months Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
4 Months Ago
Add NPC/vending spawners to water well C and E
4 Months Ago
Lowered chance of teas in food cache loot table
4 Months Ago
4 Months Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
4 Months Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
4 Months Ago
Protobuf
4 Months Ago
Merge from net_vis
4 Months Ago
Merge from main
4 Months Ago
Merge from npc_dynamic_pricing_updates
4 Months Ago
Changed the default npc vending machine price update frequency to every 3 hours (was 5) Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly") Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
4 Months Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement (on the right branch this time)
4 Months Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
4 Months Ago
Log pile AO doesn't go pure black in the middle.
4 Months Ago
Testing less washed out color grading. More oldschool.
4 Months Ago
Fixed DPV client-side speed calculation being weirdly variable. Use fixed network time
4 Months Ago
Reduced DPV power again
4 Months Ago
Merge from hackweek_accessibility_colourblind
4 Months Ago
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
4 Months Ago
Merge from hackweek_accessibility_colourblind
4 Months Ago
Make AccessibilityComponent abstract