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133,338 Commits over 4,293 Days - 1.29cph!

Today
Convert steering wheel to MeshLOD
Today
Merge from door_alloc_fix
Today
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Today
Merge from cctv_budget
Today
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Today
Subtract merge 140855
Today
Merge from main
Yesterday
WIP on lightup frames
Yesterday
Add a null check in TriggerParent.CheckAllParenting
Yesterday
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Yesterday
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Yesterday
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
Yesterday
initial comps box prefab setup. manifest
Yesterday
merge from naval_update
Yesterday
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Yesterday
Clear deep sea shore vector data server side when the deep sea closes
Yesterday
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Yesterday
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Yesterday
Apply the previous fix to the floating cities as well
Yesterday
Use temp job allocators for deep water checks
Yesterday
merge from artist_pack_dlc
Yesterday
merge from artist_dlc_ornate_frames -> parent branch
Yesterday
rehide large ornate frame item, fix labels
Yesterday
Picture Frames - shutter texture update
Yesterday
merge from artist_pack_dlc
Yesterday
clear cached easel fix
Yesterday
Picture Frames - shutter texture for scrap frames (WIP)
Yesterday
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
Yesterday
added new bed ambiences and wildlife to the islands
Yesterday
merge from main
Yesterday
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
Yesterday
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
Yesterday
Uzi Blockout
Yesterday
pushing_toast_fix -> main
Yesterday
Remove pushing toast log
Yesterday
cannon_clipping_fix -> main
Yesterday
Apply new cannon values to the camera head animation system
Yesterday
Merge from deploy_edit_menu_option
Yesterday
wood box game textures updated still wip
Yesterday
syncvar_inheritance_fix -> main
Yesterday
Paintball Gun - added conditional ammo meshes for worldmodel
Yesterday
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Yesterday
Add more navmesh blocking volumes to oilrigs
Yesterday
Fix scientists dying spontaneously when patrolling
Yesterday
Add "too far from shore" error message when trying to place BBS... too far from the shore.
Yesterday
Updated descriptions for some naval items
Yesterday
Disable deploy & edit option if the player doesn't have the item. Add description text stating the item is required, you must be stationary and not in the deep sea. Refactor some related functionality/checks so I can add clientside error toasts for other factors going forward.
Yesterday
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk) Reset playable graph state on disable to hopefully fix more pooling issues.
Yesterday
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Yesterday
Merge: from useplayertasks_removegroupocludee_nre - Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default) Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works