reporust_rebootcancel

111,518 Commits over 3,928 Days - 1.18cph!

Today
Fix gamemode failing to run startup methods if it was spawned before ServerMgr
Today
Add convar to control if oil rigs should generate on the map - disable oil rigs in primitive
Yesterday
Chicken coop tests
Yesterday
Added new food type eggs, chickens have a chance to drop an egg when damaged (50% once every 30s)
Yesterday
Remove test spoiling from corn
Yesterday
Iterating
Yesterday
Added food spoiling to Fish, Bear, Pork, Deer and Wolf meat Created new spoiled items where necessary Applied consistent settings for all meat - raw meat spoils in 6 hours and cooked meat spoils in 24 hours (WIP)
Yesterday
merge from primitive
Yesterday
merge from main
Yesterday
Added some basic tree auto avoidance for horses Rotation responsiveness tweaks
Yesterday
Powered fridge now fully stops food spoiling Added spoiling timer to raw and cooked chicken, timer gets reset to start when chicken is cooked Added convars to turn the food spoiling off and control it's budget, spoiling UI is disabled in this case Added debug convars to adjust the spoil times for all food on a server for testing (FoodSpoilingDeductTimeHours and FoodSpoilingSpoilAll
Yesterday
Projectile unparent fixes.
Yesterday
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Yesterday
Tweaked fireball spawns & speeds.
Yesterday
Light bleed fix.
Yesterday
FX progress
Yesterday
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Yesterday
Merge from fridge_changes
Yesterday
Remove all mixing references in the cooking UI
Yesterday
Setup new cooking workbench Add new recipe list Add chicken pie test item
Yesterday
S2P stables A and B Fixes old horses still spawning in ranches
Yesterday
Fixed swimming not retrograding gates Improved buoyancy
Yesterday
Better bounds padding handling for shields (have to artifically inflate the padding for bots)
Yesterday
Parent merge
Yesterday
Model x Materials setup script
Yesterday
Fixed a slight visual movement when switching between shields that share the same animator controller
Yesterday
Prefab mat update
Yesterday
Cherrypick 110351
Yesterday
Stopped log spam
Yesterday
merge from main
Yesterday
- put ranges on noise gen params - add ground albedo parameter - test different way of combining noises for weather
Yesterday
Catapult polish
Yesterday
Head ik tweaks
Yesterday
- First pass on multiswap arrow heads - Disable arrow movement in shoot states and just turn it off when shooting - Change which arrows are turned on/off in each state
Yesterday
Catapult projectile orientation fun WIP.
Yesterday
fix uv2
Yesterday
Update: DemoServer - spawn entities with the right initial flags Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go. Tests: Played the demo, checked that the relevant door is now open.
Yesterday
Fireball small prefab update.
Yesterday
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
Yesterday
Merge from /main/indirect_instancing
Yesterday
Merge from /main
Yesterday
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
Yesterday
manifest update
Yesterday
adobe wall and gate lods
Yesterday
Added jungle tree spawners to spawn.procmap.v3
Yesterday
Created spawn settings for jungle trees and added them to the jungle biome Removed jungle biome from temp_forest spawn settings Tweaked jungle tree prefabs to LOD better
Yesterday
At the end of reloading, play back to idle animation (reload_end)
Yesterday
Moved the skidding to CTRL Double tap CTRL to stand Block movements when standing
Yesterday
Some initial balance work (subject to change): Stats are similar to the bow, but slightly less range Regular Crossbow is still better overall (more effective long range and fires further)
Yesterday
GenerateDungeonGrid stays within terrain bounds