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137,191 Commits over 4,352 Days - 1.31cph!

Yesterday
Cannon anim update and blend fix
Yesterday
Fix divesites spawning under boats
Yesterday
Updated meshes, previous meshes were exported with Embeded media turned on and were huge in size.
Yesterday
apartment lights prefab updates
Yesterday
merge from boxes_dlc
Yesterday
merge from boxes_resource_refactor missing commit message: "refactored box resources for better GC and consistency over network save/load"
Yesterday
Add command to refresh server list manually (for testing download)
Yesterday
Fix seed not being applied to weather preset selection/order correctly
Yesterday
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
Yesterday
merge from main
Yesterday
Swap logic check round for the cache isOn
Yesterday
Try/Catch instead of just rawdogging it
Yesterday
- Grab banned servers only when cache is set to false - Seperate banned servers into its own class seperate from the manifest - Wire a nice await before refreshing currently opened brwoser into the server browser page
Yesterday
culling mode set to animate all on salvaged axe viewmodel prefab
Yesterday
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
Yesterday
Fix animals and naval scientists only fleeing or being passive
Yesterday
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
Yesterday
Fix path not logging to vddraw, fix animals always fleeing
Yesterday
Phrase update
Yesterday
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
Yesterday
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
Yesterday
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
Yesterday
Fix animals running in circles
Yesterday
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
Yesterday
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Yesterday
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
Yesterday
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)
Yesterday
Armor -> Armour in the storage box store page pack description
Yesterday
Skin pass for snow jacket
Yesterday
replacing train tunnel prefabs TriggerWakeAIZ
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from storepage_boxes
Yesterday
Added pack to storage section
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Skin pass for hide pants
Yesterday
Model changes and prefab light set dressing for kiosk D
Yesterday
Fix compile errors from merge
Yesterday
Pack showcase media
Yesterday
merge from boxes_dlc
Yesterday
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
Yesterday
remove debug logs
Yesterday
merge from boxes_open_access
Yesterday
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
Yesterday
also copy sleep delay and zones in tool
Yesterday
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
Yesterday
Pack showcase wip
Yesterday
Merge: from main
Yesterday
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0