reporust_rebootcancel

97,872 Commits over 3,683 Days - 1.11cph!

5 Days Ago
Merge from main
5 Days Ago
exported rough 3p blunderbuster anim set and setting up blunder buster in unity
5 Days Ago
added chippy box
5 Days Ago
scaled down heads a lot, started on some lighting presets
5 Days Ago
UI Prefab update
5 Days Ago
Added new overlay type and prefab for hood. Item.
5 Days Ago
merge from sks (Sar skin for nomad hazmat pack)
5 Days Ago
merge from external_holdtobuild
5 Days Ago
merge from launch_site_puzzle_loot_fix
5 Days Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
5 Days Ago
Setup for weaponracks
5 Days Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
5 Days Ago
merge from industrial_conveyor_quickmove
5 Days Ago
merge from cargo_double_dock
5 Days Ago
merge from mission_improvements_may_24
5 Days Ago
merge from material_reserialize_may_24
5 Days Ago
5 Days Ago
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
5 Days Ago
Minor edit, don't need a separate method here
5 Days Ago
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
5 Days Ago
Fix compile error from title being changed to titlePhrase
5 Days Ago
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame) Short Ice Wall now takes 3 seconds to place
5 Days Ago
Get rid of most of the unused commented code
5 Days Ago
Merge from main -> qol_auth_friends_tc
5 Days Ago
Merge from main
5 Days Ago
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
5 Days Ago
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
5 Days Ago
Merge from main
5 Days Ago
Reserialize all materials (1083 changes)
5 Days Ago
Merge from main
5 Days Ago
Meta deletes
5 Days Ago
Meta updates
5 Days Ago
Merge from main
5 Days Ago
S2P fishing_village_c
5 Days Ago
Slight styling changes
5 Days Ago
Merge from main
5 Days Ago
Merge from cui_scrollablecontainers_54
5 Days Ago
Fixed typo in horizontal scrollbar json read
5 Days Ago
Merge from main
6 Days Ago
merge from electricity_power_fixes/2/doorcontroller
6 Days Ago
Fixed NRE when saving null io line anchors refs
6 Days Ago
cherrypicking 96512 !Removed the 5 scraps you get from recycling a RF Pager (as we removed the tech trash from its recipe)
6 Days Ago
Unity 22 package unity.ai.navigation metas
6 Days Ago
merge from nightlight_workshop
6 Days Ago
merge from pie_menu_phrases_reapply
6 Days Ago
merge from electricity_power_fixes/2/doorcontroller
6 Days Ago
Fix aggregate packets per second not being counted correctly
6 Days Ago
Fix outbound packets not counted correctly
6 Days Ago
Fix network stats not being reset at end of frame
6 Days Ago
Add inbound & outbound bytes to network profiling Include aggregates of "packets per frame" on the server