reporust_rebootcancel

136,964 Commits over 4,352 Days - 1.31cph!

10 Days Ago
Fix client and server build 🎳
10 Days Ago
Merge from treasure_mission_fix
10 Days Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
10 Days Ago
Fix a few boat piece construction placeholder meshes.
10 Days Ago
boat_ai_reverse_preference_fix -> main
10 Days Ago
Setting up burstcloth and skinning for ghost sheet
10 Days Ago
fix missing z-buffer when rendering forward opaques
10 Days Ago
Fix bbs not setting owner id correctly with deploy & edit
10 Days Ago
texturing progress - apartment complex
10 Days 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.
10 Days Ago
Added coffee table to prefab
10 Days Ago
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10 Days Ago
Apartment kits update
10 Days Ago
merge from indirect_instancing
10 Days Ago
rebase on main
10 Days 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)
10 Days 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)
10 Days Ago
loot_container_populateloot_fix -> main
10 Days Ago
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
10 Days Ago
merge from hackweek_more_tests
10 Days Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
10 Days Ago
merge from main
10 Days Ago
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10 Days Ago
Add poolable component to contional contents, hide/show box contents depending on building privilege
10 Days Ago
merge from naval_update/io_boats
10 Days Ago
Fixed pressure pads being deployable halfway through walls
10 Days Ago
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
10 Days Ago
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
10 Days Ago
Updated and Improved Makeshift Coffee Table Prop LOD 3
10 Days Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
10 Days Ago
Deployable test for missing guide mesh
10 Days 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
10 Days Ago
merge from hackweek_more_tests
10 Days Ago
Handle multiple groundwatch components in the groundwatch test
10 Days Ago
Restored spotlight and tripod spotlight deploy guides
10 Days Ago
Fixed issue when meshes with and without uv2 channel were combined in the same batch
10 Days Ago
merge from main
10 Days Ago
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
10 Days Ago
merge from testrunner_editor
10 Days Ago
Compile fix
10 Days Ago
Boxes DLC - fixed LOD issue with ammo box
10 Days Ago
merge from main
10 Days Ago
updated planners and wallpaper 3p run anim
10 Days Ago
merge from testrunner_editor
10 Days Ago
Fixed some selection bugs
10 Days Ago
updated planners and wallpaper 3p anims/override controllers
10 Days Ago
Split editor and runtime tests into two tabs Styling changes
10 Days Ago
fixed issues with sunken and combat knives which are causing issues on the player update - combat & sunken now match each others orientation - contain no offsets in the model ( entity still does but will be zeroed on the player update) - set scale factor of combat world model to 1 (it was set to 1.5) and re-sized actual model correctly - removed transforms/rotations of models - re-connected the combat knife in it's entity - named knife correctly (w_knife instead of knife_w) - re-adjusted bounds and removed offsets on their .worldmodels
10 Days Ago
server_browser_remove_ping -> main
10 Days Ago
force player model to use average female skin set (for degbugging)