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136,270 Commits over 4,324 Days - 1.31cph!

4 Minutes Ago
exported updated 3p bone knife anims
4 Minutes Ago
rebase on main
5 Minutes Ago
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
6 Minutes Ago
Tweaked the tropical texture atlas source files to solve the puddle issue.
7 Minutes Ago
merge from indirect_instancing (build fix)
8 Minutes Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
7 Minutes Ago
Fix client and server build 🎳
7 Minutes Ago
Merge from treasure_mission_fix
9 Minutes Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
12 Minutes Ago
Fix a few boat piece construction placeholder meshes.
44 Minutes Ago
boat_ai_reverse_preference_fix -> main
45 Minutes Ago
Setting up burstcloth and skinning for ghost sheet
56 Minutes Ago
fix missing z-buffer when rendering forward opaques
1 Hour Ago
Fix bbs not setting owner id correctly with deploy & edit
1 Hour Ago
texturing progress - apartment complex
1 Hour Ago
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
1 Hour Ago
Added coffee table to prefab
1 Hour Ago
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1 Hour Ago
Apartment kits update
1 Hour Ago
merge from indirect_instancing
1 Hour Ago
rebase on main
1 Hour Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
1 Hour Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
1 Hour Ago
loot_container_populateloot_fix -> main
1 Hour Ago
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
2 Hours Ago
merge from hackweek_more_tests
2 Hours Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
2 Hours Ago
merge from main
2 Hours Ago
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2 Hours Ago
Add poolable component to contional contents, hide/show box contents depending on building privilege
2 Hours Ago
merge from naval_update/io_boats
2 Hours Ago
Fixed pressure pads being deployable halfway through walls
2 Hours Ago
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
3 Hours Ago
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
3 Hours Ago
Updated and Improved Makeshift Coffee Table Prop LOD 3
3 Hours Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
3 Hours Ago
Deployable test for missing guide mesh
3 Hours Ago
Tweaked Vertex AO Values on Makeshift Coffee Table Prop Created Makeshift Coffee Table Prop Prefab Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
3 Hours Ago
merge from hackweek_more_tests
3 Hours Ago
Handle multiple groundwatch components in the groundwatch test
3 Hours Ago
Restored spotlight and tripod spotlight deploy guides
3 Hours Ago
Fixed issue when meshes with and without uv2 channel were combined in the same batch
4 Hours Ago
merge from main
4 Hours Ago
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
4 Hours Ago
merge from testrunner_editor
4 Hours Ago
Compile fix
4 Hours Ago
Boxes DLC - fixed LOD issue with ammo box
4 Hours Ago
merge from main
4 Hours Ago
updated planners and wallpaper 3p run anim
4 Hours Ago
merge from testrunner_editor