reporust_rebootcancel

134,056 Commits over 4,444 Days - 1.26cph!

Yesterday
high_level_networking_improvements -> main
Yesterday
Mark a few more clan UI methods as UnityEvents
Yesterday
Include the player's inventory in their apartment rent calculations so they can't sleep or stand in their room and store items on themselves to avoid paying extra rent
Yesterday
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Save++ Network++
Yesterday
Add EntityRef support to our RPC source generator
Yesterday
Lighting prefab
Yesterday
Merge from prop_assetscene_split
Yesterday
Split the props asset scene into two, one for commonly used prefabs and one for the rest Should help improve load times on most servers with modded maps by cutting down the number of prefabs that load
Yesterday
Merge from m16a2
Yesterday
Update files that are showing as different from main
Yesterday
Merge from m16a2/turret_burstfire
Yesterday
Merge from main
Yesterday
More fixes
Yesterday
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
Yesterday
Yesterday
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
Yesterday
Restore changes from merge
Yesterday
maintaining gas station spawns better car parts (w mockup prefab)
Yesterday
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants Tests: ran unit tests, some failures are unexpected
Yesterday
Merge from main
Yesterday
Make ElevatorStatic partial
Yesterday
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors - if you want to share apartments with your friends, either be in the room or make a proper base
Yesterday
Fixes for burst firing in turrets, seems to work okay now Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
Yesterday
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
Yesterday
Pool mini game 3p anim update and vm anim set block out
Yesterday
Add EntityRef SyncVar support
Yesterday
Switch from hardcoded tech trash define to ItemAmount
Yesterday
got ui2 sculpture admin panel working
Yesterday
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
Yesterday
MonumentInfo auto fill tweaks
Yesterday
Created all monument info scriptables
Yesterday
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
Yesterday
disable hit-guide shadow casting
Yesterday
dev rock mat
Yesterday
sail.deployed: - Set prefab position at origin - increased upper deploy volume X by 0.22 to be under the 0.5m overhang Test passes
Yesterday
set syncvar to autosave
Yesterday
fixed rock sculpture turning into ice on pickup
Yesterday
Trigger server notification on impact not stage 2 start
Yesterday
SatelliteData translation phrases
Yesterday
Added shelf 14935 - Reduce maxOverhangMetres to 0.5f - Exclude hidden item definitions - Only include deploy volumes that affect constructions - Include DeployVolumeEntityBounds - Do not include DeployVolumeEntityBoundsReverse - Account for sockets
Yesterday
Add support for EntityRefs to be sent via RPC. ID is extracted and sent on sending side ID is received and put into a new entity ref on the other side
Yesterday
Add storage adaptor sorting to vending machines, fridges, wall cabinet They previously didn't support it since they aren't regular storage containers
Yesterday
client-only guard AtmosphereVolumeDrawPass
Yesterday
on-deploy default data fix
Yesterday
gas station maintainable car lift mockup
Yesterday
minimal rock sculpture prefab setup
Yesterday
Merge from main
Yesterday
Cleaner, better way to support remote listeners (cctv, drone) hearing VOIP of others. Previous system used a messy secondary network group solution which was prone to bugs and connections being added twice to seperate lists New system specifically looks for cimputer mounted players - giving a much more reliable solution