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128,078 Commits over 4,201 Days - 1.27cph!

45 Days Ago
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45 Days Ago
Fix log being restarted each time the server restarts instead of appending
45 Days Ago
reapplying BowWeapon_cleanup
45 Days Ago
reapplying hopper_corpse_harvest_fix
45 Days Ago
Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain - Added versioning to the occlusion cache file This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
45 Days Ago
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain Tests: used above to fly around and inspect the world
45 Days Ago
Update how mission rewards are serialized to support having a choice of rewards Update all mission assets with ported over rewards data Update mission editor inspector for new rewards structure
45 Days Ago
Manual impostors for curved palm variants.
45 Days Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
45 Days Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
45 Days Ago
Updated charity plushie textures to reflect updated logo guidance. updated icon for charity plushie 01
45 Days Ago
merge from drone_storage_slot - first pass for early testing
45 Days Ago
Convared all the deep sea generation settings for debug purposes Added commands to spawn cities and ghost ship on current player position
45 Days Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
45 Days Ago
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45 Days Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
45 Days Ago
Integrate ZLinq instead
45 Days Ago
Deep sea now spawns floating cities (the placeholder version)
45 Days Ago
Anchor placement inprovements so it can be placed over water more easily. Added test point.
45 Days Ago
reapplying train_disconnect_fix
45 Days Ago
reapply tutorial_jungle_rock_fix
45 Days Ago
reapply mixing_item_delete_fix
45 Days Ago
reapply clone_icons_fix
45 Days Ago
reapplying improve_rug_pickup
45 Days Ago
More coconut palm stuff
45 Days Ago
Fixed pivots on farm barge structure
45 Days Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
45 Days Ago
Fixed jungle animals not counting towards Wildlife Cull bandit camp quest.
45 Days Ago
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars - occlusion_blocked_cells visualizes all blocked cells nearby - custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode) - restored player_occlusion_subgrids Tests: used the commands
45 Days Ago
ignore collisions between dropped item and drone
45 Days Ago
merge from main
45 Days Ago
Impostor stuff
45 Days Ago
Merge from main
45 Days Ago
merge from naval_update
45 Days Ago
merge from main
45 Days Ago
Tropical palm files.
45 Days Ago
Scene backup
45 Days Ago
merge from log_disable_logs -> main
45 Days Ago
Log to console indicating when logging is disabled & enabled
45 Days Ago
drone properly drops storage loot on death
45 Days Ago
merge from translate_error_fix
45 Days Ago
drone uses its own loot panel
45 Days Ago
Fixed another translate NRE happening during bootstrap
45 Days Ago
Anchor anim controller setup, params, flow. Anchor anim code now functional, handles state restoring.
45 Days Ago
merge from main
45 Days Ago
added prompt provider interface for RC entities to provide action prompts on their own logic to computer ui - drone implements to prompt that its drop is ready when by checking its flags
45 Days Ago
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating Tests: used player_occlusion_subgrids to test a bunch of paths