reporust_rebootcancel

158,639 Commits over 4,566 Days - 1.45cph!

24 Days Ago
merge from fix_custom_item_drag -> main
24 Days Ago
merge from fix_jungle_plant_water -> main
24 Days Ago
merge from fix_sentry_modded_tag -> main
24 Days Ago
merge from fix_motorcycle_dismount_order -> main
24 Days Ago
merge from fix_client_sail_wind -> main
24 Days Ago
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24 Days Ago
merge from netgraph_fix
24 Days Ago
Reapplied the fix after the post-merge conflicts
24 Days Ago
merge from main
24 Days Ago
merge from prototype_arctic_trail_path_fix
24 Days Ago
- New Character Creator Layout - Stop the icon preview characters looking dead (they had no eyes in their sockets) - Fix numerous build errors - Remove eyebrows category - Add underwear category
24 Days Ago
Missed files
24 Days Ago
merge from console_autocomplete_improvements
24 Days Ago
merge from lookatboat_optim
24 Days Ago
Clean: remove stale todo Don't think I need to fiddle with asset scenes in this case Tests: none, trivial change
24 Days Ago
Cache LandmarkInfos so we only rebuild them when necessary
24 Days Ago
Update: ignore auth messages if already authed Tests: using a temp servervar triggered reauth while on Craggy - got rejected
24 Days Ago
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24 Days Ago
Fix after merge
24 Days Ago
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24 Days Ago
Increase livestock lead break distance from 7 to 15m, show familiarity and gender by default
24 Days Ago
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24 Days Ago
Add logging to memsnap commands - indicate if you are on a release builds and they won't work (keep the commands listed though instead of removing them) - log a message after they run - print to server console / logfile / rcon if the dump worked
24 Days Ago
merge from main -> qol_loadout_inventory_preview
24 Days Ago
Split sensitivity per axis
24 Days Ago
Merge from main
24 Days Ago
Merge from pre_merge_review
24 Days Ago
When opening the map, only rebuild the mission provider states when they changed, saves ~100ms when opening the map on my machine
24 Days Ago
Fix broken test
24 Days Ago
merge from main
24 Days Ago
merge from halloweencostume
24 Days Ago
Cache LookAtBoatBuildingBlock action so it doesnt allocate every frame
24 Days Ago
Added a log in the console when you're trying to connect to a server with Disable Game UI enabled
24 Days Ago
Rework livestock personal space - free range cows stop reproducing even if fully bonded when herd reach a cap - indoor / pen cows, navmesh flood fill to get their exact area in m2, and derive the need directly off that, so that all cows shows the same thing and it's stable / reacts directly to players doing building changes (it's also cheaper that what we are doing now, as we don't need to re-query just check the cache) - this gives fast feedback and stays stable over time, so players get a better idea of if something they are doing is working or not
24 Days Ago
InvokeHandler use cached method name for profiler samples, stops ~1KB/frame of string allocs in debug builds
Rin
24 Days Ago
merge from livestock_animals/livestock_hotfixes
Rin
24 Days Ago
merge from rrp_ui_grabpass
Rin
24 Days Ago
merge from food_crafting_fix
Rin
24 Days Ago
merge from wild_animal_sell_adjust
Rin
24 Days Ago
merge from skim_fixes
Rin
24 Days Ago
merge from render_pipeline_testing
24 Days Ago
Moved the food category after electric in the crafting menu
24 Days Ago
Increase sale penalty for bringing the livestock vendor a bought/found animal (0.2 -> 0.85)
24 Days Ago
merge from main
24 Days Ago
Right arm anim update on ROM
24 Days Ago
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24 Days Ago
Add RRP path for flare shader using correct light buffers
25 Days Ago
Merge from main
25 Days Ago
Fix UI backgrounds missing from blur for UI dialog prefabs (codelock, rename sleeping bag and more)
25 Days Ago
Converted the world setup prefab to be a hierarchy Much easier to modify and parse, works with unity search tools and doesn't lag our pc's with the world longest inspector Updated all of the scenes with a modified version of the world setup prefab so their should be no change in functionality (this mostly affected dev tests like the vine swinging map, travelling vendor map, etc) Disabling a component gameobject will now skip that procedural step, so deleting chunks of the setup should no longer be needed Deleted the old procedural map test tool, it's no longer needed due to this change Script for the conversions is at shelf 17387, not committed as it should only be needed once