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134,019 Commits over 4,444 Days - 1.26cph!

Today
Fix furniture spawn position list not being marked as serializable so the room prefabs lost their furniture spawn points on server restart
Today
Implement lockpick mechanic on rentable vending machines Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
Today
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
Today
Remove upkeep scaling based on the contents by adding convar for `rentscaling` - default to `0` (turned off)
Today
Swap EntityRefs to Syncvars, remove synced NetworkableIds
Today
Merge from containerioentity_sorting
Today
Merge from main
Today
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
Today
Merge from PlayerRigUpdate2
Today
Updated Facepunch.Steamworks InventoryResult: added GetItems(string[]) overload to fetch specific steam item properties
Today
Fixed animation warnings on torch
Merge from m16a2
Fix NRE in AutoTurret
high_level_networking_improvements -> main
Today
Mark a few more clan UI methods as UnityEvents
Today
Include the player's inventory in their apartment rent calculations so they can't sleep or stand in their room and store items on themselves to avoid paying extra rent
Today
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
Today
merge from prototype -> apartment_complex_monument
Today
Save++ Network++
Add EntityRef support to our RPC source generator
Today
Lighting prefab
Today
Merge from prop_assetscene_split
Today
Split the props asset scene into two, one for commonly used prefabs and one for the rest Should help improve load times on most servers with modded maps by cutting down the number of prefabs that load
Merge from m16a2
Update files that are showing as different from main
Merge from m16a2/turret_burstfire
Merge from main
More fixes
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
Today
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
Restore changes from merge
Yesterday
maintaining gas station spawns better car parts (w mockup prefab)
Yesterday
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants Tests: ran unit tests, some failures are unexpected
Yesterday
Merge from main
Yesterday
Make ElevatorStatic partial
Yesterday
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors - if you want to share apartments with your friends, either be in the room or make a proper base
Yesterday
Fixes for burst firing in turrets, seems to work okay now Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
Yesterday
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
Yesterday
Pool mini game 3p anim update and vm anim set block out
Yesterday
Add EntityRef SyncVar support
Yesterday
Switch from hardcoded tech trash define to ItemAmount
Yesterday
got ui2 sculpture admin panel working
Yesterday
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
Yesterday
MonumentInfo auto fill tweaks
Yesterday
Created all monument info scriptables
Yesterday
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
Yesterday
disable hit-guide shadow casting
Yesterday
dev rock mat
Yesterday
sail.deployed: - Set prefab position at origin - increased upper deploy volume X by 0.22 to be under the 0.5m overhang Test passes