reporust_rebootcancel

127,332 Commits over 4,201 Days - 1.26cph!

22 Days Ago
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22 Days Ago
Merge: from main
22 Days Ago
Merge: from storetakeover_icons - Storetakeovers and related resources now can be dynamically loaded/unloaded Tests: navigated through the store and inventory while taking memory snapshots
22 Days Ago
Merge: from merge_with_atlas - General improvements to editor workflow - Fixing outstanding bugs and TODOs - Updated all assets again to catch up with atlas work Tests: navigated through the store and inventory while taking memory snapshots
22 Days Ago
RPG Incendiary Ammo - Changed models import settings
22 Days Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
22 Days Ago
merge from naval_update
22 Days Ago
merge from main
22 Days Ago
ResetStaticFields on LightLOD
22 Days Ago
RPG High Velocity Ammo - Added models textures and materials
22 Days Ago
more floating walkways work on set dressing refining floating_city_2 layout
22 Days Ago
Merge from main
22 Days Ago
Much better near and far distances when dealing with the boat coordinator Debugging
22 Days Ago
Connected both water catchers to the water barrel in the farm barge
22 Days Ago
more floating walkways work on set dressing
22 Days Ago
remplaced mesh colliders with primitive
22 Days Ago
Clean: replace a path with a named constant Tests: editor compiles
22 Days Ago
Clean: remove dead UI_Store::overlayPages variable Tests: editor compiles
22 Days Ago
Updating texture bundles to enable texture streaming on all skins
22 Days Ago
Merge from parent
22 Days Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
22 Days Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
22 Days Ago
Fixed mess table static prefab not being mountable
22 Days Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
22 Days Ago
Update: don't open first tab during UI_Store warmup Helps avoid early bundle loads Tests: interacted with the store in editor
22 Days Ago
Bugfix: fix NRE when clicking packs on DLC screen - DLC screen now uses path proxies for prefabs - also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>) The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference. Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
22 Days Ago
Merge from boat_building
22 Days Ago
Fix cannons using the wrong dismount points when on a boat
22 Days Ago
merge to naval_update
22 Days Ago
fixed BP fragment clipping inside desk at air field s2p
22 Days Ago
sewer banch BP clipping fix
22 Days Ago
sewer branch BP single pickup fix s2p
22 Days Ago
fixed excavator coal_pile out of terrain on certain seeds
22 Days Ago
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Reduce cannon ball damage
22 Days Ago
merge from halloween2025
22 Days Ago
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22 Days Ago
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22 Days Ago
Fix missing boat building station deployment mesh
22 Days Ago
Removed MonumentInfo component from floating city 1 and 2 scenes
22 Days Ago
Update: activate path proxies for UI - fix a bug with UI_SteamInventory using released textures This CL breaks prefab and texture dependencies. Going to validate standalone next Tests: using bundle backend, interacted with store in editor
22 Days Ago
merge from filefix, fixed the erroneously commited files (ground plants etc)
22 Days Ago
fixed erroneously committed files
22 Days Ago
merge from main
22 Days Ago
boat building station collision mesh + prefab update
22 Days Ago
adjusted rpg incendiary ammo model rotation
22 Days Ago
replacing outboard motor hierarchy scaling with mesh import scaling
22 Days Ago
merge from naval_update
22 Days Ago
RPG7 - updated blockout mesh
23 Days Ago
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later Also added a null check in MapView.SetupMonuments