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133,388 Commits over 4,293 Days - 1.29cph!

Yesterday
Convert steering wheel to MeshLOD
Yesterday
Merge from door_alloc_fix
Yesterday
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Yesterday
Merge from cctv_budget
Yesterday
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Yesterday
Subtract merge 140855
Yesterday
Merge from main
Yesterday
WIP on lightup frames
Yesterday
Add a null check in TriggerParent.CheckAllParenting
Yesterday
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Yesterday
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Yesterday
Fix old pastes created before it properly filtered out client entities in the editor - will filter out the duplicate entities during the paste and warn the user to re-save
Yesterday
initial comps box prefab setup. manifest
Yesterday
merge from naval_update
Yesterday
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Yesterday
Clear deep sea shore vector data server side when the deep sea closes
Yesterday
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Yesterday
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Yesterday
Apply the previous fix to the floating cities as well
Yesterday
Use temp job allocators for deep water checks
Yesterday
merge from artist_pack_dlc
Yesterday
merge from artist_dlc_ornate_frames -> parent branch
Yesterday
rehide large ornate frame item, fix labels
Yesterday
Picture Frames - shutter texture update
Yesterday
merge from artist_pack_dlc
Yesterday
clear cached easel fix
Yesterday
Picture Frames - shutter texture for scrap frames (WIP)
Yesterday
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
Yesterday
added new bed ambiences and wildlife to the islands
Yesterday
merge from main
Yesterday
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
Yesterday
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
2 Days Ago
Uzi Blockout
2 Days Ago
pushing_toast_fix -> main
2 Days Ago
Remove pushing toast log
2 Days Ago
cannon_clipping_fix -> main
2 Days Ago
Apply new cannon values to the camera head animation system
2 Days Ago
Merge from deploy_edit_menu_option
2 Days Ago
wood box game textures updated still wip
2 Days Ago
syncvar_inheritance_fix -> main
2 Days Ago
Paintball Gun - added conditional ammo meshes for worldmodel
2 Days Ago
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
2 Days Ago
Add more navmesh blocking volumes to oilrigs
2 Days Ago
Fix scientists dying spontaneously when patrolling
2 Days Ago
Add "too far from shore" error message when trying to place BBS... too far from the shore.
2 Days Ago
Updated descriptions for some naval items
2 Days Ago
Disable deploy & edit option if the player doesn't have the item. Add description text stating the item is required, you must be stationary and not in the deep sea. Refactor some related functionality/checks so I can add clientside error toasts for other factors going forward.
2 Days Ago
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk) Reset playable graph state on disable to hopefully fix more pooling issues.
2 Days Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
2 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default) Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works