reporust_rebootcancel

130,451 Commits over 4,140 Days - 1.31cph!

Yesterday
candeller crafting pass
Yesterday
Added a collider on the game trace layer to spotlights
Yesterday
Chandelier world model fixes
Yesterday
Chandelier not deployable on deployed layer Some tweaks to fluorescent light deploy volumes
Yesterday
additonally wall cabinet socket check to prevent placement/blocker windows
Yesterday
wall cabinet not in water check
Yesterday
wall cabinet: stricter placement Ground watch update - missing vehicle large No longer researchable
Yesterday
rhib crane wip textures
Yesterday
Updated leather beanbag chair pickup, no longer fabric
Yesterday
beanbag crafting pass beanbag volume updates
Yesterday
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Yesterday
mannequin: low health Slightly more agressive placement checks crafting pass desc update No longer researchable
Yesterday
merge from main
Yesterday
Merge from parent
Yesterday
More/Backup
Yesterday
update deep_sea/portals
Yesterday
merge from naval_update -> deep_sea
Yesterday
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
Yesterday
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
Yesterday
Backup
Yesterday
merge from ui_mipmap_fixes
Yesterday
Tagged more item icons to use the UI mipmap group
Yesterday
Null check just in case
Yesterday
Fixed mannequin losing its skins
Yesterday
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
Yesterday
LR and AK can be heard from 500 meters away
Yesterday
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
Yesterday
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
Yesterday
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
Yesterday
Added LODs and COL for farm barge kiosk
Yesterday
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
Yesterday
cineamtic textures for clothing_mannequin and wall cabinet
Yesterday
merge from decor_lighting_dlc
Yesterday
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
Yesterday
merge compile error fixes to naval update
Yesterday
Floating city medical bay progress Merged rope bridge Lowered SSS on tarps
Yesterday
Fix server restart warning NRE
Yesterday
merge from deep_sea/portals -> deep_sea
Yesterday
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
Yesterday
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
Yesterday
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
Yesterday
Fix not being able to place barricades on train tracks when near/in a monument
Yesterday
Force mannequin to always use male body type
Yesterday
Move portal teleport code into DeepSeaManager.Portals.cs
Yesterday
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
Yesterday
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
Yesterday
adjusted mannequin collider so it cant put it's arms through walls
Yesterday
fix uppercase mannequin prefab paths
Yesterday
Disable more burst attributes for place entities offshore
Yesterday
merge compile error fixes to aux