reporust_rebootcancel

128,555 Commits over 4,201 Days - 1.28cph!

29 Days Ago
merge from naval_update
29 Days Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
29 Days Ago
merge from copy_paste_boats -> naval_update
29 Days Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
29 Days Ago
entity updates
29 Days Ago
entity updates
29 Days Ago
skinning knife and shovel entity updates (offsets to line up with pose)
29 Days Ago
Added floating city 2 in the deep sea
29 Days Ago
merge from naval_update
29 Days Ago
merge from naval_update/floating_cities
29 Days Ago
S2P floating city 1 and 2
29 Days Ago
merge from naval_update
29 Days Ago
merge from ghost_ship_parenting -> deep_sea
29 Days Ago
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
29 Days Ago
Preserve meshCache old behaviour by adding submesh tris to another field
29 Days Ago
Reimplemented sail wind blocking: sails will only be blown by the wind if there is room behind the sail. Added list of points to check for clear LOS. Debug drawing of LOS points and status. Sail.Blowing now checks Flag_WindBlocked is false. Additional recache of value on sail raised/lowered.
29 Days Ago
Merge from monument_notification_sounds
29 Days Ago
29 Days Ago
Cancel running tile building operations if the tile is re-queued
29 Days Ago
set up ak variant entities and masks
29 Days Ago
Update: AnalyticsUploader - implement FPUploaderImpl - add editor-only DryRun switch to log everything instead of actually sending it - IUploader.Upload is now async Tests: none, not hooked up to anything yet, that'll be next experiment
29 Days Ago
Fix notification 'red bubble' not appearing when we have unread notifications on launch
29 Days Ago
merge from mesh-guide-shader-improvements (further fixes)
29 Days Ago
merge from main
29 Days Ago
Global network the floating island entity, now that we split the children
29 Days Ago
Manifest update
29 Days Ago
merge from naval_update
29 Days Ago
Pick axe animation and entity updates
29 Days Ago
Fixed contact menu button sizing issues, moved it to flex
29 Days Ago
Fix flickering block spiral stair guide
29 Days Ago
Fix twitch drop background NRE
29 Days Ago
exported updated dragon rpg anims and created/added world model rig it to dragon rpg entity
29 Days Ago
fix door wreath/knocker guides not rendering
29 Days Ago
Add convar functions for setting favourite colours with one list command, improve help text for convars
29 Days Ago
Added Single 50 Cal Bullet, Empty Bullet and Ammo Link Model
29 Days Ago
properly render multiple guides at once with different states
29 Days Ago
fix_dumb_name -> naval_update
29 Days Ago
Rename 'Mouted' to 'Mounted'
29 Days Ago
Move useable by turret check to the serverside
29 Days Ago
Compile fixes
29 Days Ago
Lower wander strength to stop them running into walls
29 Days Ago
Update 50 Cal Model to include updated bullet belt
29 Days Ago
Added a "Clear Building Area" radial option to the boat building station. Destroys all boat blocks and deployables in the building area. Only usable when there are no players or finished player boats in the build area. TODO: Make sure to check for auth when I merge it.
29 Days Ago
Merge from monument_notification_sounds
29 Days Ago
Fix for oil rig notification not working on server restart 🤞
29 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
29 Days Ago
merge from charity_plushies_2025
29 Days Ago
Updated plushies desc
29 Days Ago
New avoidance update interval convar Codegen
29 Days Ago
Fix client sails not correctly restoring sail visual state. Change sail to use high wind anim.