reporust_rebootcancel

137,382 Commits over 4,474 Days - 1.28cph!

Yesterday
puzzle test case (cardreader + fuse doesn't reset)
Yesterday
Bar Stools - Updated colliders, created and setup worldmodel prefabs
Yesterday
pool table - added gibs - updated prefab gibbable
Yesterday
Enable require build priv on pool table pickup
Yesterday
Cow and sheep animation speed updates
Yesterday
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
Yesterday
Fixed lighting/camera setup in sculpting dialog
Yesterday
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
Yesterday
merge from main :)
Yesterday
Fix shields being visible when they shouldnt be + melee throwing bugs
Yesterday
merge from main
Yesterday
making all ladder hatches have unique uv's
Yesterday
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Yesterday
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Yesterday
Manifest, fixes launch issue
Yesterday
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
Yesterday
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
Yesterday
Fix normals in edit mode
Yesterday
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
Yesterday
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
Yesterday
Merge from main
Yesterday
center block from sculpture setup data in dialog creation
Yesterday
mbp instead of material instance
2 Days Ago
Use geo clip terrain normal sampled in vertex shader
Rin
2 Days Ago
merge from PlayerMaintainedMonuments/powergrid
Rin
2 Days Ago
Supermarket fridge loot pass s2p
2 Days Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
2 Days Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
2 Days Ago
Add new packed textures
2 Days Ago
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
2 Days Ago
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
2 Days Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
2 Days Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
2 Days Ago
Merge from main
2 Days Ago
Merge from JulQuickfire_balane1
2 Days Ago
Merge from videoplayer_volume
2 Days Ago
Merge from lunar_masks_wolf_headress
2 Days Ago
Merge from main
2 Days Ago
Fixes
2 Days Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
2 Days Ago
Shift up the second hotbar so it matches inventory placement
2 Days Ago
Setup calf with proper model
2 Days Ago
merge from main -> editor_hotbar_swap
2 Days Ago
merge from fix_instantiate_persistant_setactive -> main
2 Days Ago
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed
3 Days Ago
merge from game_room_dlc
3 Days Ago
Simplify code
3 Days Ago
Fix the second hotbar prefab not referencing the main inventory
3 Days Ago
Pool table: - fix offset deploy guide - enable pickup, repair - assign protection and hp - add cloth surface collider
3 Days Ago
Merge from PlayerMaintainedMonuments/powergrid