reporust_rebootcancel

137,063 Commits over 4,474 Days - 1.28cph!

30 Days Ago
Cache the known items set because it can be quite large for a player with a lot of items
30 Days Ago
Steam inventory menu only fetch the acquired property
30 Days Ago
Back the store catalog in a dict for faster lookups
30 Days Ago
Clean: redirect a couple calls via GetHeight01/GetNormal(..., NativeArray.ReadOnly) Tests: none, trivial change
30 Days Ago
Bugfix: TerrainHeightMap.GetNormalsIndirect - reimplement using HeightMapData core - also slightly refactored HeightMapCore height logic Fixes it not knowing about deep sea Tests: all TerrainHeightMap unit tests pass
30 Days Ago
Store seen steam instance id per account, fixes switching steam account triggering all items as new
30 Days Ago
voip_cctv_rewrite -> main
30 Days Ago
Update(tests): add TestGetNormalsIndirect_Deferred Conceptually it's same logic underneath, but routed through different code, so worth a unit test Tests: ran new unit test - fails on deep sea indices as expected
30 Days Ago
vending_flag_collision_fix -> main
30 Days Ago
Bugfix: TerrainHeightMap.GetNormal(float, float) now checks for deep sea - added utility funcs that sample user provided NativeArray<short>.ReadOnly - regenerated validation normals for unit tests from TestGetNormal Tests: TestGetNormal passes, TestGetNormalsIndirect fails as expected
30 Days Ago
Fix flag collision
30 Days Ago
setting a level of 8x aniso on textures that are used on larger, flat surfaces
30 Days Ago
Store doesnt pull all steam item properties anymore Reworked the store external purchase notificaiton to not depend on the acquired property anymore
30 Days Ago
Bugfix: TerrainHeightMap.GetHeightsIndirect - rewrite using HeightMapData core This fixes missing deep sea lookups Tests: ran TestGetHeightsIndirect - passes
30 Days Ago
Update: refactor core of GetHeight logic into it's own struct - updated GetHeights to use it Tests: TestGetHeights passes
30 Days Ago
3p wire run anim exported and linked to holdtype override controller
30 Days Ago
main -> snapping_fixes
30 Days Ago
Bugfix: TerrainHeightMap.GetHeights - clamp to border when interpolating heightmap samples Tests: TestGetHeights passes
30 Days Ago
Fix crash when firing weapons - sorry!
30 Days Ago
Merge from main
30 Days Ago
exported updated 3p 16 frame sprint anim and set anim to play at 1 speed in the player animation controller
31 Days Ago
Compile fix
31 Days Ago
Fix the power plant high grade fuseboxes using the wrong loot panel type S2P powerplant
31 Days Ago
Add prevent building volume to crash remains
31 Days Ago
Codegen
31 Days Ago
Added new RefreshAndGetItems overload in IPlatformService
31 Days Ago
SatelliteCrashRemains now kills itself after specified delay. Added protobuf for it to support save/load
31 Days Ago
set dressed ladder to roof room, basic details in checkin room basic sentry cover of the outdoors and apartment b interior S2P
31 Days Ago
Fix a couple of post-crash logic issues. Target location debug sphere rendering remains active for 60 seconds after impact to verify it worked correctly.
31 Days Ago
Enable powergrid settings on the recyclers in outpost for demo purposes S2P outpost/compound
31 Days Ago
Merge from main
31 Days Ago
Fixed all server compile errors and warnings for RRP
31 Days Ago
merge from main
31 Days Ago
Disable detect collisions for falling satellite
31 Days Ago
Menu priorities
31 Days Ago
Inventory access always available. Mount hidden until powered.
31 Days Ago
Tweak remains offset
31 Days Ago
Disable free powerup in the editor by default
31 Days Ago
Add notification when codegen Clean & Generate finishes running and reloading
31 Days Ago
Rename inventory access menu
31 Days Ago
SatelliteData.cs cleanup
31 Days Ago
Merge from main
31 Days Ago
Merge from PlayerRIgUpdate2
31 Days Ago
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
31 Days Ago
Fix furniture spawn position list not being marked as serializable so the room prefabs lost their furniture spawn points on server restart
31 Days Ago
Implement lockpick mechanic on rentable vending machines Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
31 Days Ago
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
31 Days Ago
Remove upkeep scaling based on the contents by adding convar for `rentscaling` - default to `0` (turned off)
31 Days Ago
Swap EntityRefs to Syncvars, remove synced NetworkableIds
31 Days Ago
Merge from containerioentity_sorting