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134,926 Commits over 4,324 Days - 1.30cph!

Today
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
Today
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
Today
CodeGen
If streamermode is enabled then turn off RHIB screens
Today
Pool fix
Today
centred floating_city_3 terrain properly, rebaked shore vectors
Merge from deepsea_closed_fail_missions
Small code fixes Rebuild phrases
Today
50cal and cannon updates
Minor adjustments to walk around distance
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
Today
merge from main
Codegen and compile fixes
Merge from naval_update
Merge from main
Today
apartments building facade, atrium and corridors progress
Today
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Today
merge from indirect_instancing
Today
Mark Indirect Instancing as DeveloperOnly
Today
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Today
Fix new scientists killing players without wounding them first
Today
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
Today
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Today
Disabled tree minigame for palm_tree_tropical_short_e - too small
Today
Tweaked floating city 3 shore vector volumes S2P
Today
fixed native pixel data using wrong format, should've been half4 not just Color
Today
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
Today
paintball gun no longer researchable
Today
Cannonball textures from 5.3mb to 0.6mb.
Today
Minor deep sea code cleanup
Today
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Today
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Today
Reserved flag fix (7 to 8 for flare)
Today
Fix occupied seats not working after a vehicle is copy pasted
Today
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Today
Signal computer mesh read/write for col.
Today
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
Today
merge from main -> print_speed
Today
more work on rentable kiosk blockouts WIP
turret_model_clipping_fix -> main
- Fix player model clipping into turrets at certain angles - New set of movement curves
Today
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
Today
Fixed being able to cross to deep sea with submarines on board They didnt carry over but we now block entry with a toast, like for helicopters
Today
fixed paintball gun WB3 reqirement
Today
Fix scientists not able to go into large oilrig top floor rooms
Yesterday
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
Yesterday
Restored horse siege harness
Yesterday
merge from LNY26
Yesterday
Removed horse roadsign armor redirect (was set to itself by accident)
Yesterday
basic non-UVd blockout for rentable kiosk C