reporust_rebootcancel

158,573 Commits over 4,566 Days - 1.45cph!

Today
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
sprinkler_color_fix -> main
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Today
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
Today
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Today
Updated icon meta for garage door, box and charm (broke during merge i suppose)
Today
Premium Warhead Box - Added WIP conditional meshes for adaptors
Today
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Today
Reset the flag when pooled, doesnt seem to cause issues but good practice
Today
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Today
merge from ugc_censor_option -> main
Today
fix compile error
Today
Set timeout for uploads of signs to 10s
Today
Merge from main
Today
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
Today
merge from batch_all_packets -> main
Today
merge from batch_all_packets -> main
Today
Match network to main (since it will be increased during staging wipe)
Today
Enable jakes dynamic_occlusion_pausing by default again Possibly fix the "door stuck half open after alt tabbing" issue that caused us to revert it last time
Today
merge from demoui2_fixes
Today
fix physical cam
Today
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Today
Fix after merge
Today
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
Today
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
Today
merge from main -> ugc_censor_option
Today
update from main
Today
merge from main -> batch_all_packets
Today
Cut offset distance customisation.
Today
Add a saw model prefab. Bunch of fixes/improvements
Today
Tiny polishy fixes to lamphouse light damage stages
Ensure rad water sprinklers turn on the right color initially
Today
exported wip 3p uzi animations
Today
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Today
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Today
Floor rules
Today
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
Today
More track/glow fixes/improvements
Today
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
Today
Timing improvements. Snappier action. Fixed some render order issues. Fixed some track issues.
Today
merge from scrap king building skin
Today
scrap king interior wall changed to rusty corrugated, updated the sitem description
Today
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Today
Added support for seagull group flying sounds and seagull disperse sounds
Today
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights They will still become dynamic when parented as usual, but now they can be static when not DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
Today
Add a proper motion vector pass to the deploy guide
Today
merge from main
Today
increase network range of groups (bc they can be far but still visibly moving)
Today
compiler fixes
Merge from animal_renaming