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125,754 Commits over 4,109 Days - 1.28cph!

1 Year Ago
Rename firedProjectiles -> trackedProjectiles inside analytics class
1 Year Ago
Fix EventRecord being submitted twice due to FireProjectile & causing pooling errors
1 Year Ago
Add warning to EventRecord to warn if the data point is submitted multiple times & generally spot pooling errors
1 Year Ago
Fix signs, photo frames, and carvable pumpkins not transferring their image to the other server
1 Year Ago
Fix ancient pooling bug in CodeLock which was making them wonky after loading in from another server
1 Year Ago
all wooden posts in gibs
1 Year Ago
update double cover gibs
1 Year Ago
Fixed an issue where side inputs were not being reset when the main power was cut
1 Year Ago
Ensured is localised setup for shopkeepers
1 Year Ago
gibs model for wood barricade
1 Year Ago
Added fishing village, bandit town and outpost shopkeeper tokens
1 Year Ago
Attempt at fixing the vent shaft exploit in the oilrig
1 Year Ago
Fix NRE in Analytics.OnItemDespawn()
1 Year Ago
safezone recyclers yield 20% less resources than before and take 8 seconds per cycle radtown recyclers yield 20% more resources than before and take 5 seconds per cycle
1 Year Ago
Vision marker setup
1 Year Ago
Fix NRE in ServerListManager.EnqueuePings()
1 Year Ago
Ramdon lighting files
1 Year Ago
S2P - got all vending machines translations working apart from shopkeepers
1 Year Ago
backup
1 Year Ago
sks updates - fixed ironsights clipping camera, anim events fix
1 Year Ago
merge from 96514
1 Year Ago
Don't allow dead players to transfer servers
1 Year Ago
updated wooden barricade covers to be double size
1 Year Ago
Fix modded tag on client not working with new compressed tags
1 Year Ago
Fixed problem that would corrupt database!
1 Year Ago
Tiger asset, textures and material setup
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Added exhaustive check of database when asset child assets can't be determined by Unity
1 Year Ago
merge from main
1 Year Ago
merge from qol_auth_friends_tc
1 Year Ago
Updated to scan for external moves and deletes
1 Year Ago
Merge from main
1 Year Ago
exported rough 3p blunderbuster anim set and setting up blunder buster in unity
1 Year Ago
added chippy box
1 Year Ago
scaled down heads a lot, started on some lighting presets
1 Year Ago
UI Prefab update
1 Year Ago
Added new overlay type and prefab for hood. Item.
1 Year Ago
merge from sks (Sar skin for nomad hazmat pack)
1 Year Ago
merge from external_holdtobuild
1 Year Ago
merge from launch_site_puzzle_loot_fix
1 Year Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
1 Year Ago
Setup for weaponracks
1 Year Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
1 Year Ago
merge from industrial_conveyor_quickmove
1 Year Ago
merge from cargo_double_dock
1 Year Ago
merge from mission_improvements_may_24
1 Year Ago
merge from material_reserialize_may_24
1 Year Ago
1 Year Ago
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.