reporust_rebootcancel

129,754 Commits over 4,232 Days - 1.28cph!

12 Days Ago
Reworked the supply drop to fix the visual regression.
12 Days Ago
Add proper null check when dismounting weapon seats
12 Days Ago
Merge from parent
12 Days Ago
Compile fix
12 Days Ago
merge from boat_building
12 Days Ago
Updating rf transmitter deploy animation
12 Days Ago
Predict reload syncvar
12 Days Ago
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
12 Days Ago
- Apply head animations to be in reference to the starting head position/rotation
12 Days Ago
blowpipe animation updates
12 Days Ago
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
12 Days Ago
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
12 Days Ago
Merge from horse_medsyringe_healing
12 Days Ago
Fix mission event for healing using wrong prefab ID
12 Days Ago
mini fridge corpse mesh
12 Days Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
12 Days Ago
Merge from parent
12 Days Ago
viewmodel camera animations for rear 50cal
12 Days Ago
merge from tax_convars_rename
12 Days Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
12 Days Ago
mini fridge added gibs and updated lods updated deploy and item prefabs adjusted slot count to 30 (temp needs gameplay pass) updated bounds update manifest
12 Days Ago
Restored missing entities.RemoveAll in copypaste after filtering prefabs
12 Days Ago
medical syringe viewmodel - made functional - added anim events - updated clip data - removed camera animation (for now)
12 Days Ago
main -> unskinned_windmill
12 Days Ago
Fixed copypaste merge fuckery, restored copyboat commands
12 Days Ago
Fix broken diving goggles
12 Days Ago
Update to crockery textures
12 Days Ago
Null checks in UI_DropsController to prevent menu NRE when loading playground
12 Days Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
12 Days Ago
Merge: from main
12 Days Ago
Added helper functions to get boat building area player, boat, block and deployable counts. Switched a function which wasn't freeing lists correctly to use the helper functions.
12 Days Ago
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
12 Days Ago
Merge from parent
12 Days Ago
Merge from rpg_skin
12 Days Ago
Birthday hat - Rebound skin mesh in the prefab, updated .item prefab reference and the vm settings
12 Days Ago
static speargun prefab cleanup
12 Days Ago
removed renderer batch on compound bow placed on non lodgroup type object
12 Days Ago
gun display rack weapons wont cast shadows
12 Days Ago
Renamed workbench tax convars to prevent loading old values from server configs workbench1TaxRate -> workbenchTaxRate1 workbench2TaxRate -> workbenchTaxRate2 workbench3TaxRate -> workbenchTaxRate3
13 Days Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
13 Days Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
13 Days Ago
Merge from floating_cities
13 Days Ago
S2P all FC's + HLOD
13 Days Ago
Fixed some missing farm access dialogue
13 Days Ago
Missing file
13 Days Ago
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
13 Days Ago
Merge from parent
13 Days Ago
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
13 Days Ago
Merge from hackweek_boxsorting (last UI pass)
13 Days Ago
Merge from box_sorting_ui