reporust_rebootcancel

139,816 Commits over 4,383 Days - 1.33cph!

5 Minutes Ago
Ensure the vending admin dialog can be closed
9 Minutes Ago
- Various cleanup - Name changes - Remove a bunch of debugging crap
28 Minutes Ago
- Ensure Remove All existing orders button is not a toggle - Hooked up item search entry - Properly linked up selection slot buttons
2 Hours Ago
- Fixed a bunch of NREs - Fix sell order creator amount boxes screwing the text when modifying the amounts (no need to allow change alignment)
4 Hours Ago
Mortar explosion. HDR tweak on explosion small for tonemap tweak.
5 Hours Ago
Fixed loop issue on small explosion.
Today
Attack prefab setup. Embedded on deployed like the cannon atm.
Today
More tuning. Backup.
Today
Mortar WIP.
Today
merge from nuke_distant
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
merge from new_achievements_apr26
Yesterday
Fix BasePlayer.OnDied NRE
Yesterday
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Yesterday
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Yesterday
FX stuff
Yesterday
Run codegen
Yesterday
Merge from main
Yesterday
Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other. To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
Yesterday
Display independant navmeshes with recast.draw
Yesterday
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Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Fix finding unoccupied rooms not checking the size requested, only if they are free
Yesterday
Start of code to handle upgrading rooms - transfer items from one apartment to another one
Yesterday
Flesh out apartment conversations a bit more
Yesterday
Merge: from useplayerupdatejobs_purge - Clean: Removal of UsePlayerUpdateJobs 0 and 1 code - Optim: RelationshipManager now uses cached server occlusion results instead of running new ones - Bugfix: stop NPCs/Bots writing tick history, corrupting internal memory Tests: booted a server from a save and connected to it
Yesterday
Merge: from main
Yesterday
Bugfix: avoid invalid tick transformation from NPCs/bots that would corrupt array header - added an assert to GetPlayerTickIterator, only place where it's not checked by default Tests: booted a standalone server with a save - was able to connect and run around
Yesterday
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Yesterday
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Yesterday
merge from craftingqueue_blurrytexts_fix
Yesterday
Prevent turning furnaces & campfires on & off if there is a lock attached
Yesterday
Fix spawning of furniture inside apartment room
Yesterday
Add support for PreProcess to fully remove GameObjects from a prefab instead of simply nominating them for deletion if they are empty - allows us to remove all the child entities inside of the apartment room entity and only spawn them in when the room is rented
Yesterday
Add mortar recoil and target distance randomness.
Yesterday
Fix mortar shell in hand orientation during reloads, fix visiblity cutoffs too.
Yesterday
Fix invisible colliders on mortar, fix mount trigger,
Yesterday
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2 Days Ago
Don't crossfade sweep anims, just layer the lower anim on top.
2 Days Ago
Tilt mortar up during reloads to match animation, fix reload speed being inconsistent after each reload(other fix didnt work, use flags instead).
2 Days Ago
Add apartment lock to manifest
2 Days Ago
Don't store furniture as children of the apartment room because it causes issues with raycasts (and who knows what else) Switch from using codelocks to an "apartment lock" - new type of BaseLock that reads auth list from the apartment room instead of having to sync the list of guests from apartment room -> codelocks - apply to all furniture & doors inside the apartment so we can protect all storage incase cheaters / players sneak into apartment rooms
2 Days Ago
Codegen command name
2 Days Ago
Scaled to match mortar tube.
2 Days Ago
Mortar ammo stuff.
2 Days Ago
Merge from workbench_upgrades
2 Days Ago
Order fix