reporust_rebootcancel

134,425 Commits over 4,444 Days - 1.26cph!

2 Months Ago
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
2 Months Ago
boatai_los_swapfix -> main
2 Months Ago
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
2 Months Ago
main -> vendingmachine_ui_refresh
2 Months Ago
- Minor polish
2 Months Ago
Missed files
2 Months Ago
Can now make fulll vending order with drag/drop
2 Months Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
2 Months Ago
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
2 Months Ago
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
2 Months Ago
Fix virtual icon dragging not working
2 Months Ago
merge from deepseamarkers_mlrs_fix
2 Months Ago
Fixed deep sea portal marker masking issues with MLRS's map
2 Months Ago
Merge from main (no conflicts)
2 Months Ago
Static prop lantern consistency. Red spotlights on Excavator fixes.
2 Months Ago
These too.
2 Months Ago
Missed some files.
2 Months Ago
Monument fixes.
2 Months Ago
Add drag support to the fake slot and inventory system (not working properly yet)
2 Months Ago
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
2 Months Ago
add workshop on/off toggle for electric furnace effects
2 Months Ago
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
2 Months Ago
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
2 Months Ago
workbench upgrades gibs added
2 Months Ago
workbench gibs fbx added
2 Months Ago
Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
2 Months Ago
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy
2 Months Ago
Clean: remove Visibility.Manager.groups - also remove all provider == null checks Tests: compiles
2 Months Ago
Mortar export updates
2 Months Ago
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing - Upodated all places to use ClientVisibilityProvider instead of null This allows to remove groups from Network.Visiblity.Manager Tests: booted into craggy, ran GameTraceTests
2 Months Ago
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
2 Months Ago
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures Added faster dictionary lookups to GestureCollection
2 Months Ago
Fixed Lumberjack Hoodie not working in Industrial Conveyor
2 Months Ago
Switch mortar firing button from reload to primary fire.
2 Months Ago
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method - get rid of Visibility.Manager.Groups accessor This removes public access to groups dictionary, so almost there to remove it Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
2 Months Ago
merge from split_dump_command
2 Months Ago
Mortar animator update and anim exports
2 Months Ago
switch to args.ReplyWith
2 Months Ago
Fixed nuke EffectRecycle prefab errors.
2 Months Ago
Updated joint hierarchy for mortar
2 Months Ago
Update: Visibility.Provider now can create network groups in a thread-safe fashion - organized hardcoded groups into their own collection - Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit Tests: Booted and ran around on craggy. compiled for all modes separately
2 Months Ago
Remove entity mod from mortar shells
2 Months Ago
Update manifest
2 Months Ago
Delete old placeholder mortar entities
2 Months Ago
Mortar IK ref points updated and anims exported
2 Months Ago
exported edited salvaged hammer refresh vm anims
2 Months Ago
Merge from main
2 Months Ago
Updating mortar rig with hand IK targets
2 Months Ago
String material texture offset gets updated according to the current rotation of the wheel bone
2 Months Ago
apartment complex exterior baked LODs