reporust_rebootcancel

128,378 Commits over 4,201 Days - 1.27cph!

5 Hours Ago
Cherrypick DDrawCommand from naval update
5 Hours Ago
merge from main
5 Hours Ago
Loot Panel sorting ui
5 Hours Ago
merge from boat_building
5 Hours Ago
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
5 Hours Ago
merge from naval_update
5 Hours Ago
merge from deepsea_height_data
5 Hours Ago
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
5 Hours Ago
undid temporary boat code, now using heightmap queries regularly
5 Hours Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
5 Hours Ago
rebaked tropical scene shore data to include heightmaps
5 Hours Ago
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
5 Hours Ago
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
5 Hours Ago
▍▉▄▉▉ ▄▌ ▄▍▍▋ ▊▅▅▆▆▊ ▇▋▊▆ ▊▅ ▆▆█▄█▅ ▆▇▌▅ ▌▆▌▍▄▊▄ ▅▇█▋ ▋▇ ▊▋▄▋▄█▋ ▋█▆▇▋▇▅ ▄█ ▌▊▉ ▌█▇▌█▇▊▊ ▊▉▍▆█▉▌▋ ▆██▅▌▄█ █▍▉'▆ ▊▉▄▋█▋ ▆▌▍▇▍▊▇ █▋▄▅█▍▌ ▅█ ▇▋▄▇█▊▌▍ ▌▍▍▄▍▅▊▋█ ▉▆ ▋▍▇ ▇▌▅▋▅
6 Hours Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
Today
Knight Armour vest and pants repose.
Today
More setup and experimenting.
Today
▄▍▋█▍█ ▇▉▉▍▋▌ ▅▆▍█ ▊▉▆▇
Today
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
Today
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
Today
Missed some floating walkway commits
Today
Fixed glass mesh layer (transparent > world)
Today
Consolidated into new lighting prefab.
Today
merge from pivot_or_die
Today
Compile fixes
Today
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Today
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Today
Centralize logic that checks if a npc bullet will be blocked if they fire
Today
▊▊▅▊▌ ▋▇▉▇ ▆█▋▋▌▇▅▅▇▋▇▇▊_▍▇▉
Today
▅▇███ ▌▌▄▆▍ ▋▍▄▇▊▉▊▋ ▋▍▆▇▋▄█▄▇ ▍▊▊▇▋▍▍ ▍▅█▅▅▉▍ ▋▊█▊▍
Today
Remove disabled gameobject from new UI
Today
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
Today
Merge from ui_improvements
Today
M4 shotgun spawns inside hackable crates again L96 chance lowered
Today
Reduced autoturret loot chance (increased too much last update)
Today
Removed blue keycard from outpost vendor
Today
Boat Vendor now sells DPV for scrap
Today
DPV now requires metal fragments rather than HQM to craft
Today
▇▋▅▉▇▍ ▌█▅▉▄▍ ▌▊▇▍, ▍▅█ █▄▅▆▌ ▊▆▊ ▇▆▇ ▄█▆▊▌▌
Today
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
Today
▇▅▋▄█▆ ▍█▌▌▊▇ █▊▍▊ ▄▍█▋ ▋▊▍ ▅█▍
Today
Optim: crate_underwater_* - only sync positions once freed Should save us 0.7ms on 4.5k server Tests: untied basic and advanced crates on Craggy and observed them raise up
Today
merge from main
Today
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns Some were incorrectly placed leading to barrel spawning on the ocean floor. Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
Post merge regen things
Merge from naval_update
Today
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
Today
Buildfix: remove stale debug code Tests: editor compiles
Today
m92 mesh update - parts of the previous mesh were not properly centered.
Today
merge from halloween_2025_disable