reporust_rebootcancel

134,614 Commits over 4,324 Days - 1.30cph!

36 Minutes Ago
Added a UI display if redo shot has been bound
60 Minutes Ago
Fixed debug camera resetting to wrong position when a shot is redone Add demo.redoCurrentShot convar, can be bound
1 Hour Ago
Merge from main
1 Hour Ago
Merge from naval_update
1 Hour Ago
Fixed missing terrain collider on tropical island 1
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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3 Hours Ago
Merge from naval_update
3 Hours Ago
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3 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Fixed arms visible in skin viewer when inspecting the SKS
5 Hours Ago
Merge from main
6 Hours Ago
Wearable component now adds the relevant label to the prefab when preparing prefabs Added some help to describe what to do if clothing isn't appearing in the icon generator
Today
Fixed conveyors hooked up to dropboxes not pulling the last item slot
Today
Better error message when placing something on a player boat that has vehicle large layer excluded
Today
Small changes on HorseMask and updated textures
Today
Merge from main (PlayerAnimation.controller conflict, merged automatically)
Today
Small display lighting tweak.
Today
File organization
Today
Signal computer polish.
Today
Signal computer improvements, part 1.
Today
Final tweaks for the ambient black crush fix.
Yesterday
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2 Days Ago
signal computer transmit sound tweaks
2 Days Ago
signal computer transmit sound
2 Days Ago
merge from main/naval_update/sound_polish
2 Days Ago
merge from main/naval_update
2 Days Ago
cannon sound polish
2 Days Ago
sail sound polish
2 Days Ago
play a more agressive water movement sound when modular boats move quickly
2 Days Ago
deep sea island and ghost ship ambience tweaks
2 Days Ago
3p paintball gun anims - updated clips with correct settings, re-exported anims with correctly positioned prop bone data
2 Days Ago
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2 Days Ago
updated cabbage patch dance clip length (had been exported as 1 frame)
2 Days Ago
Deep sea signal computer LODs and col
2 Days Ago
Fix MountedWeapon rotation sounds starting again and being stuck on after dismounting while aiming. Tick() was sometimes running with _seat.AnyMounted() still returning true after ClientOnPlayerDismounted() so we're additionally checking _localMountedPlayer before starting sounds now
2 Days Ago
Deepsea signal computer mesh and prefab edits
2 Days Ago
merge cannon window clipping fix
2 Days Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
2 Days Ago
Update: ServerProfiler.Core - more method annotation exclusions - release bins built from c969bbab Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
2 Days Ago
Updated HorseMask
2 Days Ago
merge from main/naval_update
2 Days Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
2 Days Ago
Bugfix: handle similar-to-inf budget timespans Tests: spawned on Craggy - no exceptions
2 Days Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
2 Days Ago
Merge from naval_update
2 Days Ago
Also prevent double push when throwing grenades
2 Days Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player