reporust_rebootcancel

136,029 Commits over 4,324 Days - 1.31cph!

Yesterday
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Yesterday
Merge from growable_menu_changes
Yesterday
Merge from print_speed
Yesterday
Merge from fix_backpack_priority_attire
Yesterday
Merge from kapok_branch_col_optim
Yesterday
merge from naval_update/io_boats
Yesterday
Compile fix
Yesterday
Use GetRootParentEntity instead of the new GetRootParent method
Yesterday
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Yesterday
Minor adjustment to branch collider
Yesterday
Merge from main
Yesterday
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Yesterday
Can't connect IO entities not sharing the same root parent
Yesterday
More IO prefabs deployable on boats
Yesterday
Fixed some broken rock formations in NMS (scene only)
Yesterday
Merge from windturbine_deploy_sfx
Yesterday
Merge from improved_embrasures_colliders
Yesterday
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
Yesterday
Merge from ambient_light_lod_fix
Yesterday
Merge from 20mindayextension
Yesterday
Merge from main
Yesterday
Merge from hackweek_meshlod_qol
Yesterday
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
Yesterday
Merge from main
Yesterday
Wire snapping works on moving boats
Yesterday
Test list
Yesterday
Fixed electric furnace deploy volume not including Vehicle_Large
Yesterday
Remade large battery collider with primitives, it had a non-convex mesh collider
Yesterday
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally
Yesterday
merge from workshop_animator_controls -> main
Yesterday
slightly better looking animator control buttons
Yesterday
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Yesterday
Add workshop animator controls, with setup for bbq skinnable
Yesterday
improved building_generic_trims textures
Yesterday
merge from skinviewer_cleanup
Yesterday
Tweaked chinese lantern skinviewer lighting
Yesterday
merge from skinviewer_cleanup
Yesterday
Added LNY spear and chinese lantern to the skin viewer Removed the random order for the limited tab
Yesterday
merge from harbor_container_ladder_fix
Yesterday
merge from main
Yesterday
Fix rope ladders on a container in harbor being falsely disabled unless the crane rotates Extend container parenting volumes Fix a RendererBatch component causing visual issues S2P harbor 1
Yesterday
merge from bbb_entkill_fix
Yesterday
Allow boat building blocks to be ent killed individually in edit mode
Yesterday
merge from main
Yesterday
Added an if CLIENT wrapper around the UI_SettingsTweakShadowPreset's OnConVarChanged override method
Yesterday
merge from health_display_immortal_check -> main
Yesterday
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Yesterday
Updated protection assets with DoPrepare pt3
Yesterday
Updated protection assets with DoPrepare pt4 (split bc plastic)
Yesterday
Updated protection assets with DoPrepare pt2