reporust_rebootcancel

128,716 Commits over 4,201 Days - 1.28cph!

3 Days Ago
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
3 Days Ago
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3 Days Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
3 Days Ago
Knight Armour vest and pants repose.
3 Days Ago
More setup and experimenting.
3 Days Ago
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3 Days Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
3 Days Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
3 Days Ago
Missed some floating walkway commits
3 Days Ago
Fixed glass mesh layer (transparent > world)
3 Days Ago
Consolidated into new lighting prefab.
3 Days Ago
merge from pivot_or_die
3 Days Ago
Compile fixes
3 Days Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
3 Days Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
3 Days Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
3 Days Ago
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3 Days Ago
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3 Days Ago
Remove disabled gameobject from new UI
3 Days Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
3 Days Ago
Merge from ui_improvements
3 Days Ago
M4 shotgun spawns inside hackable crates again L96 chance lowered
3 Days Ago
Reduced autoturret loot chance (increased too much last update)
3 Days Ago
Removed blue keycard from outpost vendor
3 Days Ago
Boat Vendor now sells DPV for scrap
3 Days Ago
DPV now requires metal fragments rather than HQM to craft
3 Days Ago
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3 Days Ago
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
3 Days Ago
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3 Days Ago
Optim: crate_underwater_* - only sync positions once freed Should save us 0.7ms on 4.5k server Tests: untied basic and advanced crates on Craggy and observed them raise up
3 Days Ago
merge from main
3 Days Ago
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns Some were incorrectly placed leading to barrel spawning on the ocean floor. Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
3 Days Ago
Post merge regen things
3 Days Ago
Merge from naval_update
3 Days Ago
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
3 Days Ago
Buildfix: remove stale debug code Tests: editor compiles
3 Days Ago
m92 mesh update - parts of the previous mesh were not properly centered.
3 Days Ago
merge from halloween_2025_disable
3 Days Ago
disabled halloween
3 Days Ago
Birthday Hat - Updated manifest and localization
3 Days Ago
Birthday Hat - Adding models with material and textures. WM setup. Some still placeholder.
3 Days Ago
merge from guide_materials_tweaks
3 Days Ago
tweaked guide material settings further
3 Days Ago
Added prevent movement volumes to the small ramp to stop players falling through
3 Days Ago
Merge from hackweek_boxsorting
3 Days Ago
More sorting fixes Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
3 Days Ago
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order) Added a passthrough to the storage adaptor Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
3 Days Ago
Merge from main
3 Days Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
3 Days Ago
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use