reporust_rebootcancel

129,187 Commits over 4,232 Days - 1.27cph!

9 Days Ago
Updated folder paths, updated test list
9 Days Ago
merge from cargoship_cameras
9 Days Ago
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
9 Days Ago
Renamed Tests folder to AutomatedTests
9 Days Ago
Wrapped all the test code in #if DEBUG
9 Days Ago
DDraw .meta files
9 Days Ago
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
9 Days Ago
Update: codegen Tests: editor compiles
9 Days Ago
Merge: from main
9 Days Ago
Cherrypick DDrawCommand from naval update
9 Days Ago
merge from main
10 Days Ago
Loot Panel sorting ui
10 Days Ago
merge from boat_building
10 Days Ago
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
10 Days Ago
merge from naval_update
10 Days Ago
merge from deepsea_height_data
10 Days Ago
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
10 Days Ago
undid temporary boat code, now using heightmap queries regularly
10 Days Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
10 Days Ago
rebaked tropical scene shore data to include heightmaps
10 Days Ago
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
10 Days Ago
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
10 Days Ago
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10 Days Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
10 Days Ago
Knight Armour vest and pants repose.
10 Days Ago
More setup and experimenting.
10 Days Ago
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10 Days Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
10 Days Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
10 Days Ago
Missed some floating walkway commits
10 Days Ago
Fixed glass mesh layer (transparent > world)
10 Days Ago
Consolidated into new lighting prefab.
10 Days Ago
merge from pivot_or_die
10 Days Ago
Compile fixes
10 Days Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
10 Days Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
10 Days Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
10 Days Ago
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10 Days Ago
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10 Days Ago
Remove disabled gameobject from new UI
10 Days Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
10 Days Ago
Merge from ui_improvements
10 Days Ago
M4 shotgun spawns inside hackable crates again L96 chance lowered
10 Days Ago
Reduced autoturret loot chance (increased too much last update)
10 Days Ago
Removed blue keycard from outpost vendor
10 Days Ago
Boat Vendor now sells DPV for scrap
10 Days Ago
DPV now requires metal fragments rather than HQM to craft
10 Days Ago
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10 Days Ago
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
10 Days Ago
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