reporust_rebootcancel

108,311 Commits over 3,867 Days - 1.17cph!

49 Days Ago
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
49 Days Ago
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
49 Days Ago
merge fix_train_tunnel_rain -> main
49 Days Ago
world_update_2 -> Aux2
49 Days Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
49 Days Ago
Fix using wrong GetHeight() overload
49 Days Ago
Fix rain getting players wet when they are inside train tunnels - extend the top position of the sky check to 1m above terrain if the players is >100m below terrain - this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
49 Days Ago
49 Days Ago
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Bump protocol network
49 Days Ago
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49 Days Ago
Add cover component supporting primitive shapes
49 Days Ago
Fix incorrect line in OBB DebugDraw
50 Days Ago
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50 Days Ago
world_update_2 -> Aux2
50 Days Ago
radioactive_water -> world_update_2
50 Days Ago
Radioactive water~ - Ensure base radioactivity is always set on object init - Ensure base radioactivity is always set on object load - Added profiling to item container rad count - Move radiation map creation to just happen when the first radioactive body tries to add anything
50 Days Ago
Merge: from item_pooling This reintroduces pooling for Items while fixing the original bug that caused their backout. Tests: build all modes in editor, tried to repro original bug - didn't happen.
50 Days Ago
Merge from world_update_2
50 Days Ago
Fixed river mesh being incorrect around rail and road crossings
50 Days Ago
Merge: from main Tests: none (no conflicts)
50 Days Ago
Bugfix: Don't throw when cancelling partially finished crafting queue work item Tests: Got 2 stacks of 300wood, scheduled 2 single doors as a single crafting operation, cancelled after first door crafted - no exceptions
50 Days Ago
Fixed holes in god rock
50 Days Ago
Bugfix: avoid sending consumed-0 telemetry events when crafting Tests: Had a queue of 2 items with perfect resource allocation - hit breakpoint once on first item craft instead of twice as before
50 Days Ago
Deleted unneeded prefabs
50 Days Ago
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Tea display fix
50 Days Ago
Fixed terrain holes in small rock formations
50 Days Ago
HCR no longer mountable to Frontier weapon racks due to size.
50 Days Ago
Deleted bugged oceanside topology from icelakes to remove coastal rocks from spawning underneath
50 Days Ago
Keep track of modifier source counts. Tea vitals bar only shows tea source modifiers.
50 Days Ago
Fixed several water regressions from 104770
50 Days Ago
Adjusted cliff tall slope meshes to get rid of terrain holes
50 Days Ago
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
50 Days Ago
Fixed non-harvestable trees in oasis a, b and c Removed monument topology from oasis a and b to get rid of barrel spawns
50 Days Ago
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Ensure water radiation map persists between saves
50 Days Ago
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Properly replicate meat stack size shrinking as wolf is eating
50 Days Ago
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Fixed cliff_d anchor issues
50 Days Ago
Remove logs
50 Days Ago
Cleaned up and streamlined onItemAddedToStack calls from base liquid vessel ItemModContainerRads now listens for a bunch more ItemContainer changes Much more accurate rad count for a vessel
50 Days Ago
Possible NRE fix in PushLiquidThroughOutputs