reporust_rebootcancel

134,670 Commits over 4,444 Days - 1.26cph!

Yesterday
Merge: from cargoship_bot_replication_fix - Bugfix: fix bots/sleepers disappearing from cargoship Tests: spawned cargoship event, spawned bot, followed them for a couple mins - no houdini
Yesterday
Bugfix: ensure netgroup of sleepers/bots is updated when parented to a moving global entity Tests: spawned cargo ship, spawned a bot and moved through net grid for a minute - bot didn't disappear
Yesterday
Fix pan clipping into kettle on the large apartment stove Fix incorrect bear meat visual food setup on small stove
Yesterday
Fix hostile zone trigger not being a trigger
Yesterday
Show "Combat Zone" vital instead of "Safe Zone" when inside your room so it's clear you can take damage
Yesterday
- Swap over to new pool table model - Cleanup - Temp colliders
Yesterday
score rows show a max of 10 rows, with wrap around at max
Yesterday
Fixed player not spawning
Yesterday
Fixed window holes in apartments complex b
Yesterday
Fix various static entities in the apartment complex marking the player as hostile when hit (+general solution for all furniture) S2P (feel free to stomp)
Yesterday
Fixed crafting menu accessory tab remaining open when selecting a skin-only compatible blueprint Update charms UI when selecting blueprints (also fixes crafting items with pre-selected charms using incorrect attachment IDs / wrong charms) https://files.facepunch.com/raul/1b2211b1/22_19-44-GlisteningLightningbug.mp4
Yesterday
Fix NRE when selecting the security guard conversation option - either by updating phrases or by changing the code, unsure which
Yesterday
Yesterday
merge from main
Yesterday
merge from main
Yesterday
move zoom input toggle from reticle to mountable fix dart hovering in front of face in viewmodel fix double throw in local debug cam
Yesterday
Move security guard room from the damaged wing -> basement apartments (so it's easier to find)
Yesterday
Fixed broken grass displacement on the bear trap (snap trap) and landmine
Yesterday
Charity Plushies Outline
Yesterday
local 3p model also gets animation events for dart when viewmodel throws dart model now sticks to 3p hand without held entity
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Override safezone behavior with the new TriggerSafeZoneOverride, returning "not in a safezone" if they are inside a safezone trigger & non-safezone trigger at the same time
Yesterday
Made it so you can move whilst being in the clan window (matching crafting, contacts and inventory behaviour) Applied HudMenuInput across all clans input fields to prevent movement when they are in focus https://files.facepunch.com/raul/1b2211b1/22_18-21-JuicySeamonkey.mp4
Yesterday
Add TriggerSafezoneOverride to all the apartment prefabs
Yesterday
Create SafeZoneOverride trigger - allows damage inside a set area in a safezone
Yesterday
Fix "DisableSave is attached to a GameObject but can't find entity" warning spam when opening oilrig scenes and in builds
Yesterday
testlist
Yesterday
Elevator bleed fix
Yesterday
Merge from main
Yesterday
Merge from multiframe_targeting
Yesterday
Yesterday
Auto lock count down
Yesterday
Saved prefab for the damaged wing apartment complex audio
Yesterday
merge from main
Yesterday
merge from game_room_dlc
Yesterday
Bunch of anti-bleed
Yesterday
add cooldown to activation, replace placeholder models with different placeholders that look more like airfield props
Yesterday
testlist, ran clean entity labels
Yesterday
Fix "rent due" vitals after merge
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Double the move and nudge distances
Yesterday
merge from main -> apartment_complex_monument
Yesterday
pooltable -> pool
Yesterday
game_room_dlc -> game_room_dlc/pooltable
Yesterday
Lobby lighting progress
Yesterday
merge from radtown_hlod_fix
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Take compound scene from main, S2P
Yesterday
Fix radtown not having an HLOD and looking bad from far away