reporust_rebootcancel

133,435 Commits over 4,293 Days - 1.30cph!

2 Days Ago
Merge from cctv_budget
2 Days Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
2 Days Ago
Subtract merge 140855
2 Days Ago
Merge from main
3 Days Ago
WIP on lightup frames
3 Days Ago
Add a null check in TriggerParent.CheckAllParenting
3 Days Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
3 Days Ago
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
3 Days Ago
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
3 Days Ago
initial comps box prefab setup. manifest
3 Days Ago
merge from naval_update
3 Days Ago
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
3 Days Ago
Clear deep sea shore vector data server side when the deep sea closes
3 Days Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
3 Days Ago
Tests: add basic OcclusionGroup tests - covers both old and new logic Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
3 Days Ago
Apply the previous fix to the floating cities as well
3 Days Ago
Use temp job allocators for deep water checks
3 Days Ago
merge from artist_pack_dlc
3 Days Ago
merge from artist_dlc_ornate_frames -> parent branch
3 Days Ago
rehide large ornate frame item, fix labels
3 Days Ago
Picture Frames - shutter texture update
3 Days Ago
merge from artist_pack_dlc
3 Days Ago
clear cached easel fix
3 Days Ago
Picture Frames - shutter texture for scrap frames (WIP)
3 Days Ago
Fixed the lag spikes + ocean disappearing frames when entering the deep sea (hope this doesn't break anything else)
3 Days Ago
added new bed ambiences and wildlife to the islands
3 Days Ago
merge from main
3 Days Ago
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
3 Days Ago
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
3 Days Ago
Uzi Blockout
3 Days Ago
pushing_toast_fix -> main
3 Days Ago
Remove pushing toast log
3 Days Ago
cannon_clipping_fix -> main
3 Days Ago
Apply new cannon values to the camera head animation system
3 Days Ago
Merge from deploy_edit_menu_option
3 Days Ago
wood box game textures updated still wip
3 Days Ago
syncvar_inheritance_fix -> main
3 Days Ago
Paintball Gun - added conditional ammo meshes for worldmodel
3 Days Ago
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
3 Days Ago
Add more navmesh blocking volumes to oilrigs
3 Days Ago
Fix scientists dying spontaneously when patrolling
3 Days Ago
Add "too far from shore" error message when trying to place BBS... too far from the shore.
3 Days Ago
Updated descriptions for some naval items
3 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.
3 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.
3 Days Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
3 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
3 Days Ago
Update: merge old OcclusionGroup code and put it behind DisableNewOcclusionGroups switch - make DisableNewOcclusionGroups true by default, can be turned off with -enable-new-server-occlusion-groups command line arg Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
3 Days Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
3 Days Ago
paintball 3p entity update - updated position of flashlight/lasersight attachment