reporust_rebootcancel

142,124 Commits over 4,413 Days - 1.34cph!

Today
Fixed efficiency description to a generic now that it includes explosives /satchels
Today
Codegen
Today
merge from computer_io_no_passthrough (very minor, parameter change only)
Today
remove computer station passthrough, slightly move input plug to line up better with model
Today
Reapply Antihack.cs #if SERVER changes
Today
merge from main -> fix_foundation_clipping_rocks
Today
ServerSetFrequency changes in RFReceiver to make it easier for Oxide to patch the method
Today
Fixed lunar wall dividers all named Wall Divider Pack Added a new key for the pack
Today
Fixed barrels and shelves showing the new hidden base redirect item in store pages
Manually bumped up the renderer bounds of feet, hands, and torso. Fixes parts disappearing in niche situations.
Today
Fixed the mess with ice throne showing as Ice King Pack
Today
merge from storepage_abyss_fix
Today
merge from storepage_frontier_fix
Today
Fixed hazmats named Abyss Pack in the abyss pack store page Added a proper token for Abyss Pack
Today
Various kiosk fixes
Today
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Today
Kiosk lighting
increase max player sprinkle
Today
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
Final volume checks
Today
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Today
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
Today
Missed one more DigitalClockAlarm pooling issue
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
Today
Garage door industrial animations
Today
merge from game_room_dlc -> darts_game
Today
merge from main
Today
only show 5 leaderboard spots
Today
merge from fix_storage_adapter_invisible -> main
Today
Fix storage adapters going invisible - force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
Today
Kiosk lighting WIP.
Today
Fixing chicken suit skeleton skin
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
Today
Compile fix
Yesterday
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
Yesterday
Ninja suit skinning fix
Yesterday
Fixed electric furnace gibs not being skinned
Yesterday
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
Yesterday
Merge from main
Yesterday
Merge from workbench_upgrades
Yesterday
merge from main
Yesterday
Make entityComponent.baseEntity work in OnEnable
Yesterday
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
Yesterday
Fix
Yesterday
merge from mortar_prototype
Yesterday
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Yesterday
Another attempt at fixing scaled colliders / impact effects on the mortar
Yesterday
Change radial option from "Open Inventory" to "Upgrade Workbench"
Yesterday
Readd navmesh agent to realmed remove