reporust_rebootcancel

124,057 Commits over 4,171 Days - 1.24cph!

Today
Make sure cargoship cannot spawn from the deep sea side when trying to find a random point offshore
Today
pass down override item into SetUpThrownWeapon virtual func, fixes casette recorders
Today
handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
Today
Merge from vram_monitoring
Today
Changed the texture.memory_budget_factor convar to texture.memory_vram_factor to prevent old settings being loaded. This was also set to Debug only with no saving, as the memory budget for textures is now fully calculated via code.
Today
fixed normal item drop that had broken in cleanup
Today
merge from naval_update
Today
merge from main
Today
Manifest
Today
Merge from parent
Today
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
Today
merge from hot_air_balloon_mark_users_hostile
Today
merge from meta_shift
Yesterday
Fixed clutter spawns.
Yesterday
Tropical ground foliage spawntable stuff
Yesterday
Manifest
Yesterday
Clutter debug
Yesterday
Merge from naval_update
Yesterday
Progress.
Yesterday
merge from main
Yesterday
Start and end game phase on the timeline based on when you're in a server or not
Yesterday
Merge from main
2 Days Ago
Tweaks.
2 Days Ago
Finalized sans clutter spawns
2 Days Ago
Collision fixes. Scene stuff.
2 Days Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
2 Days Ago
Dressing
3 Days Ago
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3 Days Ago
Merge from blueprint_unlock_fix
3 Days Ago
Fix for workbench tech tree appearing fully unlocked, woops
3 Days Ago
Fix steering and gas pedal hallucinations
3 Days Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
▍▄▋ `▌▋` ▅▊▅▊ ▌▇ ▍▉█▍▍▊▋▉ ▆▄▉▍▇, ▌▇▍▆▅▊▉▊▅ ▅▅▌▍▇▅ ▅▌▅ ▊▄▊▋▆▋▅▇█▉ █▆▆▇. ▅█▄█▅ ▇▄▍ ▇▊▌█▇ ▅▍▇▊ ██▍▍▌▋ ▄▄▆▅▋▅▄ ▅▍▌▌▊▉▆▊▍█▅▊▊▍▍▌, █▍█▄▌▄▋▇▇▆▋▍▇▍▅▇▌, ▆█▍▉▉▉█▄▍▉▄▋▇▆▋▅▆▌▅, ▆▄▆▅▅▉█▇▌▇▇▍▆▌▌▇█▍▆▌█▄▄▌▉▋▉▄▄▍ - ▋▄▅▄▄▋▄▇ ▋▄▄ ▅▊▋▊ ▉▋▍▉ ▌▆▆▄ ▍▋▆ ▄▇▊█▄ █▇ ▌▉▆▌ ▆▋▅▇▅▅▆ ▋▆ █▇▆ ▍▄▉▉▆▊ ▉▄ ▅▆▋ ▊▋▋▇▄▊▌ ▋▅▇ ▊█▅█▉▅▄▌ ▅█▌ ▊▄▊▇█▍▄▅. ▍▆▊▍▄ █▉▇▌ ▅▅█▊▅▍▇▉.
4 Days Ago
merge from main
4 Days Ago
Nature dressing. Tree tweaks.
4 Days Ago
merge from drone_storage_slot
4 Days Ago
merge dynamic_environment_volumes to naval_update
4 Days Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
4 Days Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
4 Days Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
4 Days Ago
Fix compile errors
4 Days Ago
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