reporust_rebootcancel

157,378 Commits over 4,566 Days - 1.44cph!

Yesterday
Can't use the frankenstein table if building blocked
Yesterday
merge from frankensteintable_priv
Yesterday
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
Yesterday
merge from aipoint_strip
Yesterday
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Yesterday
merge from cliffs_heightcollider_fix
Yesterday
Fixed some traincar variants not playing any SFX when destroyed/gibbed
Yesterday
simplified meshes on a lot of scrap king building components to accomodate revised textures, fixed lod0>lod1 mismatches across a bunch, fixed culling on corners
Yesterday
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
Yesterday
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map I had ~6500 of these enabled on a proc gen map
Yesterday
Refactor + cleanup
Yesterday
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Yesterday
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Yesterday
Remove leftover log in RotaryGunCylinderViewmodelComponent
Yesterday
merge from pool_review
Yesterday
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
Yesterday
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Yesterday
Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
Yesterday
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
Yesterday
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
Yesterday
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
Yesterday
Fixed the codelock on frankenstein table appearing underneath the table on the floor
Yesterday
Tests
Yesterday
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Yesterday
Update demos to read the new batched packet format
Yesterday
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
Yesterday
merge from deepsea_unloading
Yesterday
Merge from hemp_colour_swap
Yesterday
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
Yesterday
Cleanup, fixes
Yesterday
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
Yesterday
Merge from main
2 Days Ago
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
2 Days Ago
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2 Days Ago
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
2 Days Ago
Brigthened the room lighting slightly
2 Days Ago
Fixed deep sea spamming tree spawned RPCs to all players when opening
2 Days Ago
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
2 Days Ago
Deleted unsuded ghost ship population asset
2 Days Ago
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
2 Days Ago
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
2 Days Ago
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
2 Days Ago
Fixed various exceptions that happen during builds Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
2 Days Ago
Security room greybox
2 Days Ago
Gate navmesh save log and AI despawn log behind ai.logIssues
2 Days Ago
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
2 Days Ago
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Rin
2 Days Ago
Cherrypicking 168011, 168012
2 Days Ago
Merge from Livestock_animals, fix extremely long AI tests
2 Days Ago
Merge from main