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137,090 Commits over 4,352 Days - 1.31cph!

21 Minutes Ago
Fix divesites spawning under boats
22 Minutes Ago
Updated meshes, previous meshes were exported with Embeded media turned on and were huge in size.
41 Minutes Ago
apartment lights prefab updates
57 Minutes Ago
merge from boxes_dlc
1 Hour Ago
merge from boxes_resource_refactor missing commit message: "refactored box resources for better GC and consistency over network save/load"
1 Hour Ago
Add command to refresh server list manually (for testing download)
1 Hour Ago
Fix seed not being applied to weather preset selection/order correctly
1 Hour Ago
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
3 Hours Ago
merge from main
3 Hours Ago
Swap logic check round for the cache isOn
3 Hours Ago
Try/Catch instead of just rawdogging it
3 Hours Ago
- Grab banned servers only when cache is set to false - Seperate banned servers into its own class seperate from the manifest - Wire a nice await before refreshing currently opened brwoser into the server browser page
3 Hours Ago
culling mode set to animate all on salvaged axe viewmodel prefab
3 Hours Ago
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
4 Hours Ago
Fix animals and naval scientists only fleeing or being passive
4 Hours Ago
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
4 Hours Ago
Fix path not logging to vddraw, fix animals always fleeing
4 Hours Ago
Phrase update
4 Hours Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
4 Hours Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
4 Hours Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
4 Hours Ago
Fix animals running in circles
5 Hours Ago
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
5 Hours Ago
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5 Hours Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
5 Hours Ago
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)
5 Hours Ago
Armor -> Armour in the storage box store page pack description
5 Hours Ago
Skin pass for snow jacket
5 Hours Ago
replacing train tunnel prefabs TriggerWakeAIZ
6 Hours Ago
merge from main
6 Hours Ago
merge from main
6 Hours Ago
merge from storepage_boxes
6 Hours Ago
Added pack to storage section
6 Hours Ago
Merge from PlayerRigUpdate2
6 Hours Ago
Skin pass for hide pants
6 Hours Ago
Model changes and prefab light set dressing for kiosk D
6 Hours Ago
Fix compile errors from merge
6 Hours Ago
Pack showcase media
Today
merge from boxes_dlc
Today
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
Today
remove debug logs
Today
merge from boxes_open_access
Today
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
Today
also copy sleep delay and zones in tool
Today
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
Today
Pack showcase wip
Today
Merge: from main
Today
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
Today
Fixed slot machine not animating with Indirect Instancing