reporust_rebootcancel

140,158 Commits over 4,536 Days - 1.29cph!

16 Days Ago
merge from satcom_monumentinfo_removal
16 Days Ago
merge from PlayerMaintainedMonuments
16 Days Ago
Merge from nexus_fixes
16 Days Ago
Codegen
16 Days Ago
add a scene icon next to commands that open scenes
16 Days Ago
move command palette to the tools dropdown
16 Days Ago
Merge from main
16 Days Ago
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
16 Days Ago
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things Depends on entity bounds which should be correct (hopefully always)
16 Days Ago
After grab all the changes to building blocks to define faces, edges, etc
16 Days Ago
Grab reserialized building block prefabs first
16 Days Ago
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
16 Days Ago
merge from chineselantern_pickup_fix
16 Days Ago
Fix a barrel spawn clipping inside the recycler in harbor 1, S2P
16 Days Ago
Unlocked garage doors no longer require build priv to pick up (consistent with all other doors)
16 Days Ago
Fix clipping vehicle parts crate on junkpile i
16 Days Ago
Fix a floating piece of paper in ghostship d
16 Days Ago
Chinese lanterns and jackolanterns can now be picked up with fuel inside, like regular lantern
17 Days Ago
Clean: do TLS search after assemblies loaded, not after domain reload - add comments - add temp scene and TLS test script (will remove later) Tests: ran temp scene
17 Days Ago
Update: rewrite UnsafeScriptingAccess to search for TLS slot dynamically - ran codegen Weirdly SwitchToMultithreading doesn't work, might be my UniTask todo Tests: on windows, using local scripts was able to get and read transform pos
17 Days Ago
Drain pass optimisation, evaluators now set what kind of update (input, state or persistent state) can set the drain as dirty
17 Days Ago
Ferry reliability improvements: * Prefer online, not full zones on its schedule * Retire ferries if they have no valid server to go to anymore * Ferries now lock in their destination when stopping at the ferry terminal dock so they can't switch mid-trip * Fixed a few bugs with the ferry terminal's ETA signs * Fixed the server spawning missing ferries without making sure that the area is clear first (they spawn at the dock!)
17 Days Ago
Merge: from main
17 Days Ago
Merge: from unitask_threadpoolawaitable_fix - Bugfix for deadlocking when frequently moving tasks to thread pool Tests: ran unit test - passes
17 Days Ago
Bugfix: fix races in parameter caches when slamming SwitchToThreadPool - UniTask synced up to commit c995d2b Tests: ran SwitchToThreadPool test - now passes
17 Days Ago
New(tests): add TaskTests.SwitchToThreadPool that reproduces deadlock reported by community Tests: gets stuck as expected when PooledRunners are active
17 Days Ago
Boat sail optimization, LOD2 and LOD3 now switch to newly baked static meshes (with lowered/raised variants) instead of the skinned mesh renderers, so they can be batched Replaced animator string usage
17 Days Ago
Fixed material not being applied in 3rd person Fixed honey bandage position not being the same as the regular bandage in 3rd person
17 Days Ago
Cleanup wolf foundation jump test
17 Days Ago
Merge from main
17 Days Ago
Fixed save load path registeringcomponents twice
17 Days Ago
Add test for wolf leap on foundation, not cleaned up yet
17 Days Ago
Updated all IO tests to the new syntax
17 Days Ago
merge from main
17 Days Ago
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
17 Days Ago
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
17 Days Ago
Initial work to create dedicated navmesh position
17 Days Ago
merge from trdesk_snapping_fix
17 Days Ago
Fix an old "Cannot set the parent of the GameObject" sound error when disconnecting while on a moving train
17 Days Ago
merge from main
17 Days Ago
Slight cleanup + reformat
18 Days Ago
Fix for procedural rail lines sometimes not linking up properly at junctions There was an old bug in train track collation that could miss junctions when splitting up the splines, depending on the iteration order. Likely only became visible recently when we switched to FindObjectsByType with FindObjectsSortMode.None Tested a known case / seed that had a broken junction after initial map generation but not when loading the map from a file - now works in both scenarios
18 Days Ago
IOTestFixture, helpers for IO2 automated tests Updated AND switch tests
18 Days Ago
Converted more stuff: seismic sensor, some audio entities, fuse box
18 Days Ago
improvements to the muzzle attachment setup unified origin point for these attachements to be at their base - makes placement much easier used prototype 17 as an example and updated its muzzle attachment positions
18 Days Ago
merge from main
18 Days Ago
attempting to normalise render sizes weapons and clothing
18 Days Ago
setting up glass ar 3p anims and world model
18 Days Ago
fix bugs with syncing the server state of the arcade to the active player, update manifest
18 Days Ago
fixed large planter gibs spawning upside down