reporust_rebootcancel

134,106 Commits over 4,444 Days - 1.26cph!

Yesterday
Update(tests): add TestGetNormalsIndirect_Deferred Conceptually it's same logic underneath, but routed through different code, so worth a unit test Tests: ran new unit test - fails on deep sea indices as expected
Yesterday
vending_flag_collision_fix -> main
Yesterday
Bugfix: TerrainHeightMap.GetNormal(float, float) now checks for deep sea - added utility funcs that sample user provided NativeArray<short>.ReadOnly - regenerated validation normals for unit tests from TestGetNormal Tests: TestGetNormal passes, TestGetNormalsIndirect fails as expected
Yesterday
Fix flag collision
Yesterday
setting a level of 8x aniso on textures that are used on larger, flat surfaces
Yesterday
Store doesnt pull all steam item properties anymore Reworked the store external purchase notificaiton to not depend on the acquired property anymore
Yesterday
Bugfix: TerrainHeightMap.GetHeightsIndirect - rewrite using HeightMapData core This fixes missing deep sea lookups Tests: ran TestGetHeightsIndirect - passes
Yesterday
Update: refactor core of GetHeight logic into it's own struct - updated GetHeights to use it Tests: TestGetHeights passes
Yesterday
3p wire run anim exported and linked to holdtype override controller
Yesterday
main -> snapping_fixes
Yesterday
Bugfix: TerrainHeightMap.GetHeights - clamp to border when interpolating heightmap samples Tests: TestGetHeights passes
Yesterday
Fix crash when firing weapons - sorry!
Yesterday
Merge from main
Yesterday
exported updated 3p 16 frame sprint anim and set anim to play at 1 speed in the player animation controller
Yesterday
Compile fix
Yesterday
Fix the power plant high grade fuseboxes using the wrong loot panel type S2P powerplant
Yesterday
Add prevent building volume to crash remains
Yesterday
Codegen
Yesterday
Added new RefreshAndGetItems overload in IPlatformService
Yesterday
SatelliteCrashRemains now kills itself after specified delay. Added protobuf for it to support save/load
Yesterday
set dressed ladder to roof room, basic details in checkin room basic sentry cover of the outdoors and apartment b interior S2P
Yesterday
Fix a couple of post-crash logic issues. Target location debug sphere rendering remains active for 60 seconds after impact to verify it worked correctly.
Yesterday
Enable powergrid settings on the recyclers in outpost for demo purposes S2P outpost/compound
Yesterday
Merge from main
Yesterday
Fixed all server compile errors and warnings for RRP
Yesterday
merge from main
Yesterday
Disable detect collisions for falling satellite
Yesterday
Menu priorities
Yesterday
Inventory access always available. Mount hidden until powered.
Yesterday
Tweak remains offset
Yesterday
Disable free powerup in the editor by default
Yesterday
Add notification when codegen Clean & Generate finishes running and reloading
Yesterday
Rename inventory access menu
Yesterday
SatelliteData.cs cleanup
Yesterday
Merge from main
Yesterday
Merge from PlayerRIgUpdate2
Yesterday
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
Yesterday
Fix furniture spawn position list not being marked as serializable so the room prefabs lost their furniture spawn points on server restart
Yesterday
Implement lockpick mechanic on rentable vending machines Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
Yesterday
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
Yesterday
Remove upkeep scaling based on the contents by adding convar for `rentscaling` - default to `0` (turned off)
Yesterday
Swap EntityRefs to Syncvars, remove synced NetworkableIds
Yesterday
Merge from containerioentity_sorting
Yesterday
Merge from main
Yesterday
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Updated Facepunch.Steamworks InventoryResult: added GetItems(string[]) overload to fetch specific steam item properties
Yesterday
Fixed animation warnings on torch
Yesterday
Merge from m16a2
Yesterday
Fix NRE in AutoTurret