reporust_rebootcancel

136,522 Commits over 4,324 Days - 1.32cph!

5 Hours Ago
hamster wheel wip textures
5 Hours Ago
merge from deepsea_fixes
5 Hours Ago
Skip disable internal collisions for ghostships, it takes 25s for each ship
5 Hours Ago
Boxes DLC - disabled shadows in LOD3s
5 Hours Ago
Reapllied tropical scene changes post merge
6 Hours Ago
merge from main
6 Hours Ago
Move all charms to the 20k range temporarily to limit conflicts
6 Hours Ago
Tweaked deep sea loot respawn times S2p all islands
6 Hours Ago
Fixed CLIENT_DoOpenNotification nre Also supports legacymonumentnotifications convar
Today
Merge from main
Today
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Today
clothing box game model with placeholder baked material
Today
Fix more local / world space fun
Today
merge from searchlight_worlddirection_fix
Today
merge from main
Today
More fixes, nothings quite working yet
Today
Merge from main
Today
Merge from static_bbs
Today
Merge from main
Today
Tweak values, S2P tropical islands
server_browser_ping_removal -> main
Ensure 'Unknown' is also grabbed
Add a help print out if a servers region code is returning UNKNOWN
Return untranslated region if we cant match the region code
- Cleanup datacentre regions - Rename some of them to make them more clear
Today
Cleanup
Today
Added a boat magnet to the static version of the boat building station that pulls in and aligns any player boats within 50m Effect is more pronounced the closer you are to the centre of the station so you can pass by them without being affected but if you stop anywhere near the buoys you'll get pulled in
Today
merge from naval_update/io_boats
Today
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Today
Fix NRE in deep sea manager if no ghost ships are available Fixed water position of static station Added a static boat building station to each tropical island
Today
Fix static boat stations starting in open state
Today
merge from store_fixes_feb
Today
Fixed store cart item width
Today
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Today
merge from deepsea_fixes
Today
Remove deepsea.boat_drift convar, we don't want boat drift in the deep sea (it was false by default)
Today
The deep sea entrance portal position now changes after every deep sea wipe It’s random, never the same twice in a row
Today
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Today
Merge from main
Today
Change the network group layers to use terrain height as a basis instead of planes along the Y axis
Today
Refactor of box auth checking to interface with implementation in TCs and boat auth
Today
boxes now register with boats auth for show checks WIP
Today
Optim: replicate TraceRays optims to TraceSpheres/-Unordered TraceSpheres now scales better and earlier than it's serial counterpart: * TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms * TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms Tests: unit tests
Today
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
Today
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit Tests: none, don't have a unit test for that
Today
Update: GamePhysics.TraceSpheres - add ignore entity support Tests: ran unit tests
Today
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests - get rid of old TestSpheres test, didn't spawn base entities Tests: ran new unit tests, some are failing as expected