reporust_rebootcancel

135,849 Commits over 4,324 Days - 1.31cph!

24 Minutes Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
50 Minutes Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
54 Minutes Ago
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
1 Hour Ago
Fixed import on G note tuba play anim (needs at least 1 frame)
2 Hours Ago
Merge from modular_boats_rw
2 Hours Ago
Merge from hackweek_boxsorting
2 Hours Ago
Merge from fix_grenade_split_world_skin
2 Hours Ago
Merge from coconut_collider_fix
2 Hours Ago
Merge from collectable_optim_pass
3 Hours Ago
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
3 Hours Ago
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
3 Hours Ago
Remade water barrel collider with primitives, it had a non-convex mesh collider
4 Hours Ago
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
4 Hours Ago
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
4 Hours Ago
Reduced minecart planter colliders count from 16 to 4
4 Hours Ago
All IO water items deployable on boats
5 Hours Ago
Merge from main
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Merge from fix_roof_debris
5 Hours Ago
Fixed ceiling fluorescent light invisible cables and meleehack invalids
5 Hours Ago
Merge from growable_menu_changes
5 Hours Ago
Merge from print_speed
5 Hours Ago
Merge from fix_backpack_priority_attire
5 Hours Ago
Merge from kapok_branch_col_optim
5 Hours Ago
merge from naval_update/io_boats
5 Hours Ago
Compile fix
6 Hours Ago
Use GetRootParentEntity instead of the new GetRootParent method
6 Hours Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
6 Hours Ago
Minor adjustment to branch collider
6 Hours Ago
Merge from main
6 Hours Ago
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6 Hours Ago
Can't connect IO entities not sharing the same root parent
6 Hours Ago
More IO prefabs deployable on boats
Today
Fixed some broken rock formations in NMS (scene only)
Today
Merge from windturbine_deploy_sfx
Today
Merge from improved_embrasures_colliders
Today
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
Today
Merge from ambient_light_lod_fix
Today
Merge from 20mindayextension
Today
Merge from main
Today
Merge from hackweek_meshlod_qol
Today
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
Today
Merge from main
Today
Wire snapping works on moving boats
Today
Test list
Today
Fixed electric furnace deploy volume not including Vehicle_Large
Today
Remade large battery collider with primitives, it had a non-convex mesh collider
Today
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally
Today
merge from workshop_animator_controls -> main