reporust_rebootcancel

124,459 Commits over 4,171 Days - 1.24cph!

Today
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
Today
Fix accidental negative collider on sail post
Today
halloween floorpaper setup and wip textures
Fix getting stuck in the wander state if we exit seek without reaching our target
Today
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
Today
Update: UI_Store - drop UI_StoreItemOverlayPage references - resaved prefab Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles. Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
Today
merge from main
Today
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Today
merge from fix_tags_levelurl -> main
Today
Merge from boat_building
Today
Merge from parent
Today
Include level url in server tags
Today
Prepare migration of entities currently having a navObstacleComponent
Today
Static versions of deployed/world model props, replaced in scene
Today
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Today
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Yesterday
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Yesterday
Plays the correct third person deploy sound
Yesterday
unity tutorial update
Yesterday
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Yesterday
merge from naval_update/deep_sea
Yesterday
Added IClientComponent to CullWhenInside so they never spawn on the server
Yesterday
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
Yesterday
floating city 2 layout update, connected most barges and piers together
Yesterday
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset Using this to try to avoid caching of store assets Tests: opened and closed Abyss page a couple times with DB backend
Yesterday
Harmonised plywood across scene, added another plywood variant
Yesterday
Merge from parent
Yesterday
Compile fix
Yesterday
merge naval_update to cannon_code
Yesterday
fix Adobe Building Skin token
Yesterday
Fix mouse aiming with the cannon
Yesterday
Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
Yesterday
decal_birdcraplarge added
Yesterday
Reduce placement height of hull pieces so you can exit the water onto them.
Yesterday
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change
Yesterday
Merge from main
Yesterday
Can now start and end boat building mode directly from a boat steering wheel if you are within a boat building station. Bunch of refactoring for it to work.,
Yesterday
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up Tests: tried a bunch of main menu interactions
Yesterday
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
Yesterday
merge from skinglowtester_fix
Yesterday
Adding new sail rig