reporust_rebootcancel

137,130 Commits over 4,352 Days - 1.31cph!

Today
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
Today
merge from boxes_dlc
Today
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
Today
Storage box store page media 3
Today
Storage box store page media 2
Today
Storage box store page media 1
Today
Storage box pack store page
Yesterday
merge from main
Yesterday
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
Yesterday
corrected inverted sphere gizmo
Yesterday
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
Yesterday
merge from boxes_dlc
Yesterday
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
Yesterday
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Yesterday
initial non-trigger AI WakeZone
Yesterday
merge from main
Yesterday
deepsea.wipecooldownmax default value set to 1h30
Yesterday
Store content json use pascal case
Yesterday
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
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Yesterday
Merge from collectable_optim_pass
Yesterday
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
Yesterday
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness. Only affects staging. Affected things: - PT Boat Turrets - Flamethrowers - Autoturrets with Generic Fireables - Attack Helicopter Turret
Yesterday
Add sleeping bag icon to the sleeping bag button prefab
Yesterday
Show icon if the bag is inside the deep sea
Yesterday
Make separator slightly smaller
Yesterday
Add separator prefab to the death screen prefab
Yesterday
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa) Position separator prefab inbetween the different locations of bags on respawn screen
Yesterday
Separator prefab
Yesterday
Codegen
Yesterday
Allow server to indicate which bags are currently inside the deep sea
Yesterday
Possible genetic growable crossbreeding fix
Yesterday
Merge from main
Yesterday
RidableHorseAnimation rewrite, big cleanup and some new features Added kill switch for every motion
Yesterday
Fixed deep sea signal computer server colliders not being stripped on the client Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
Yesterday
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
Yesterday
Safety checks for PartialMobileStaticGrid
Yesterday
added "open access" check to component boxes, where if a box with a linked broken TC gets opened by a player, that player can now see the contents of the box forever. (lock checks still take priority though, so if you place a lock on the box you can re-hide the contents)
Yesterday
start of set dressing in kiosk F
Yesterday
merge from main
Yesterday
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
Yesterday
set conditional models of storage boxes mesh cull to 20 from 50
Yesterday
apartment lights update
Yesterday
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
Yesterday
fix rotation tool transparency
Yesterday
Fix profiler samples in Find and TryGetEntity
Yesterday
Update: add a couple more test positions for unit tests Tests: tests pass