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123,650 Commits over 4,171 Days - 1.24cph!

14 Days Ago
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14 Days Ago
mannequin: low health Slightly more agressive placement checks crafting pass desc update No longer researchable
14 Days Ago
merge from main
14 Days Ago
Merge from parent
14 Days Ago
More/Backup
14 Days Ago
update deep_sea/portals
14 Days Ago
merge from naval_update -> deep_sea
14 Days Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
14 Days Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
14 Days Ago
Backup
14 Days Ago
merge from ui_mipmap_fixes
14 Days Ago
Tagged more item icons to use the UI mipmap group
14 Days Ago
Null check just in case
14 Days Ago
Fixed mannequin losing its skins
14 Days Ago
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
14 Days Ago
LR and AK can be heard from 500 meters away
14 Days Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
15 Days Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
15 Days Ago
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
15 Days Ago
Added LODs and COL for farm barge kiosk
15 Days Ago
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
15 Days Ago
merge from decor_lighting_dlc
15 Days Ago
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
15 Days Ago
merge compile error fixes to naval update
15 Days Ago
Floating city medical bay progress Merged rope bridge Lowered SSS on tarps
15 Days Ago
Fix server restart warning NRE
15 Days Ago
merge from deep_sea/portals -> deep_sea
15 Days Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
15 Days Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
15 Days Ago
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
15 Days Ago
Fix not being able to place barricades on train tracks when near/in a monument
15 Days Ago
Force mannequin to always use male body type
15 Days Ago
Move portal teleport code into DeepSeaManager.Portals.cs
15 Days Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
15 Days Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
15 Days Ago
adjusted mannequin collider so it cant put it's arms through walls
15 Days Ago
fix uppercase mannequin prefab paths
15 Days Ago
Disable more burst attributes for place entities offshore
15 Days Ago
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage - Expanded TestWaterFactorsConsistency unit test to detect this case Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor Tests: ran unit tests
15 Days Ago
merge from decor_lighting_dlc
15 Days Ago
fix compile error
15 Days Ago
merge from decor_lighting_dlc
15 Days Ago
Mannequin can be deployed on tugboat
15 Days Ago
Fix mannequin inventory swapping and dropping issues
15 Days Ago
Fluo ceiling light deploy volume tweaks
15 Days Ago
Force disable HLOD while Indirect Instancing is enabled
15 Days Ago
Floating city / casino progress and medical bay dressing progress
15 Days Ago
Static beach parasol prefabs
15 Days Ago
Improvised walkways / merged all floor meshes and setup temporary colliders
15 Days Ago
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.