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134,420 Commits over 4,444 Days - 1.26cph!

2 Years Ago
fixed and updated the following prefabs: handsaw horseyoke rake metalsign tarpsign kettle milkchurn moonshine plantpot plantpotSET1 BookPile1/2/3/4 clothes line assets
2 Years Ago
Also allow hood to be removed from sleeping players via the radial menu, for consistency.
2 Years Ago
removed a lot of old wip files, fixed front indicator material, turned of refraction on them, made barbed wire bigger, fixed skinning issue on front wheel
2 Years Ago
Added Gesture.WoundedFromCrawlingHandcuffed override controller, is used if a player is handcuffed, injured and on their back Already hooked up on player model, just needs new animations to be assigned
2 Years Ago
Function rename
2 Years Ago
Added AddToHeight to all coastal cliffs
2 Years Ago
fixed rotation and scale issues with the following: tabledoorPOKER handsaw updated prefabs going through the rest now
2 Years Ago
some terrain sculpting to accentuate grassy areas
2 Years Ago
Changed slope cuttoff value in GenerateCliffTopology to expand cliff topology in proc map
2 Years Ago
Missing files
2 Years Ago
Coastal cliff progress / generated all coastal cliffs File cleanup
2 Years Ago
fixed culling side wrong on light fixture transparent materials
2 Years Ago
fixing some materials switches that were the result of meshlod changes
2 Years Ago
Can now use the radial menu option to remove handcuffs from a sleeping player
2 Years Ago
merge from black bin fix
2 Years Ago
backup
2 Years Ago
Fixed small and medium non-animated neon signs culling issue
2 Years Ago
Fixed sleeping handcuffed players not being fully lootable. Moved some existing code to an interface.
2 Years Ago
Merge from main
2 Years Ago
blackbin model gap fix + rotation fix
2 Years Ago
merge from serverevent_commands
2 Years Ago
Fixed server build errors
2 Years Ago
Re-exporting shipping container wall corner pieces with vertex alpha channel filled
2 Years Ago
Compile fix
2 Years Ago
Renamed CargoShipTest to CargoShip Renamed TestRidableHorse to RidableHorse
2 Years Ago
deleted ShipLightTest.prefab - old, outdated, loadtime impact
2 Years Ago
merge from savas_cull - minor loadtime and memory savings
2 Years Ago
Formatting fix
2 Years Ago
2 Years Ago
Merge issues fixed
2 Years Ago
Change default PriceDecreaseAmount to 5% (was 10)
2 Years Ago
radtown storage warehouse: added lod2 and fixed roofing mat
2 Years Ago
Don't allow movement when crawling and restrained
2 Years Ago
Merge from cleanup
2 Years Ago
Restraint item override for tick
2 Years Ago
merge from Hapis_cull
2 Years Ago
Moved Hapis prefabs into modded directory Deleted any broken, unused Hapis prefabs Deleted unused hapis military tunnel - this was being loaded causing some but very minimum memory and loadtime impact
2 Years Ago
removed a left over tickbox for a biome override on ground concrete foliage
2 Years Ago
fixed wall_300_pillar LOD1 rotation
2 Years Ago
More "_on.static" prefabs - Torch holder variants, legacy furnace, cauldron and mixing table
2 Years Ago
Run `Sound/Update Audio Clip Importers` tool to update optimal audio import settings - assuming the tool still applies good settings
2 Years Ago
Updated campfire_static to use latest campfire lighting and fx. Added campfire_on.static + latern_on.static - always on prefab variant for map makers/modders.
2 Years Ago
2 Years Ago
Added npcvendingmachine.printAllPriceChanges, outputs a nicely formatted summary of all of the active price changes on the server (won't show items that don't have a discount/surcharge)
2 Years Ago
Revert playground to original state Converted blueprintBaseDef from a field on every vending machine instance into an accessor that just accesses the cached version in ItemManager
2 Years Ago
Added npcvendingmachine.resetDyanmicPricing convar, resets the state of all discounts and surcharges from NPC vending machines (for testing)
2 Years Ago
Fixed map marker info not being properly updated when updating dynamic pricing Formatting change on map vendor
2 Years Ago
Fixed server projectile visibility check sometimes returning false when it shouldn't
2 Years Ago
Change WorldSerialization to deserialize into a NativeArray (NativeMemoryStream) instead of MemoryStream - reduces heap reserved memory by 500MB when deserializing map due to many MemoryStream allocations - add `loadmap` test command to load local map when profiling deserialization