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123,979 Commits over 4,171 Days - 1.24cph!

10 Days Ago
Progress backup
10 Days Ago
Some wip placement checks
10 Days Ago
Shift convar values by -1
10 Days Ago
deleting annoying name conflicts
10 Days Ago
First pass WIP supplies shop structure
10 Days Ago
- Add warning on research table panel if trying to create a blueprint for a DLC item and we don't own the DLC - Update developer convar for accessing skins, can now simulate owning no skins
10 Days Ago
Added a new name field for modding monument marker, as the english field is not serialized anymore
10 Days Ago
Move player visibility position back to the head bone
10 Days Ago
PT Boat Collision Pass
10 Days Ago
full fix the NRE
10 Days Ago
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
10 Days Ago
fix for pooled random bone rotations on mannequin
10 Days Ago
Fixed newly introduced TriggerParentEnclosed NRE
10 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature) Tests: used both modes in Craggy, confirmed things are working
10 Days Ago
Merge: from main
10 Days Ago
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2 All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net Tests: used both in local session on Craggy
10 Days Ago
working on chainsaw attack animations
10 Days Ago
added player update anim settings preset
10 Days Ago
merge from translation_breaking_mods_fix
10 Days Ago
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
10 Days Ago
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
10 Days Ago
Splat stuff
10 Days Ago
Splat blockout
10 Days Ago
Fix wearables with random parts/colours not working on mannequins
10 Days Ago
Prefabbed supplies barge for working on
10 Days Ago
merge from floating cities into medical bay props subbranch to get everything up to date
10 Days Ago
Fix the translation changes breaking some mods Fix ammo.snowballgun is missing a display name translation
10 Days Ago
Minor cleanup Remove DDraws
10 Days Ago
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
10 Days Ago
Wall light will now allow you to grow plants Currently at a lower rate than ceiling lights
10 Days Ago
better defaults for pos/dir influences vars
10 Days Ago
per-sail force application and steering test - convars for force application point/direction modifiers - brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
10 Days Ago
▍▄▊▄ ▄▆▌ ▋▍▇▆▅▍▉ █▅█ █▌▇ ▇▆▉█ ▌▌▆█▊▉▇█/▌▇▉▍ ▄▅▉▆▉█▉█ ▋▅ █ "▇▊▊▉▍▊", ▆▇▊▉▅▆ ▅▄▇ ▄▇▍▋▆▉ ▄█▄ ▆▌ ▉▌: $"▌▊▅▋▊█_{▌▌}" ▄▄ █▌▉ ▄▌█ ▍▍█▆▆ ▇▆█▍▍▌▇▅▊▆▄▄█ █▍▇█▉▋▅ █▄▇ █▍▊▉ ▅▄▄▆█▇ ▉▉█ ▊▋ ▋▉▉▋▇▋ █▋ ▅▊▌▄▉ █▊▅▋▇▌▍▄ ▇▆▅▄▉▄▉▋. ▌▌▉▊▊://▌▅▊▋▊.▉▄▅▉▍▇▄▉▌.▋▅▌/▅▉▊▋▇/▇▇▊▌▋▌▄▆/▋▇▇▌▊▉▉▄▋▆.▍▍▌
10 Days Ago
Medical bay container collision
10 Days Ago
Fix being able to see nametags through water.
10 Days Ago
Merge from boat_building
10 Days Ago
medical bay container LODs
10 Days Ago
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10 Days Ago
Apply new changed script to the wall fluorescent light
10 Days Ago
Walllight now refreshes growables
10 Days Ago
merge from string_lights_fix_2
10 Days Ago
Remove rounded foundaction block from planner list
10 Days Ago
updated wallcabinet lock positon
10 Days Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
10 Days Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
10 Days Ago
Add snapping to the test generator Setup ranges on the snapping values so its a little easier to tune