reporust_rebootcancel

158,641 Commits over 4,566 Days - 1.45cph!

Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Today
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
Today
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Today
Updated icon meta for garage door, box and charm (broke during merge i suppose)
Today
Premium Warhead Box - Added WIP conditional meshes for adaptors
Today
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Today
Reset the flag when pooled, doesnt seem to cause issues but good practice
Today
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Today
merge from ugc_censor_option -> main
Today
fix compile error
Today
merge from demoui2_fixes
Today
Set timeout for uploads of signs to 10s
Yesterday
Merge from main
Yesterday
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
Yesterday
Building blocks, workbenches, planters, container io entities now also override IsEntityDynamic to false so things attached to them can be static Also update dynamic state when the ancestor parent changes (could cause issues when for example a storage adaptor is parented to a box which then gets parented to a boat, but the adaptor wouldn't know)
Yesterday
merge from batch_all_packets -> main
Yesterday
merge from batch_all_packets -> main
Yesterday
Match network to main (since it will be increased during staging wipe)
Yesterday
Enable jakes dynamic_occlusion_pausing by default again Possibly fix the "door stuck half open after alt tabbing" issue that caused us to revert it last time
Yesterday
merge from demoui2_fixes
Yesterday
fix physical cam
Yesterday
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Yesterday
Fix after merge
Yesterday
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
Yesterday
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
Yesterday
merge from main -> ugc_censor_option
Yesterday
update from main
Yesterday
merge from main -> batch_all_packets
Yesterday
Cut offset distance customisation.
Yesterday
Add a saw model prefab. Bunch of fixes/improvements
Yesterday
Tiny polishy fixes to lamphouse light damage stages
Yesterday
Ensure rad water sprinklers turn on the right color initially
Yesterday
exported wip 3p uzi animations
Yesterday
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Yesterday
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Yesterday
Floor rules
Yesterday
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
Yesterday
More track/glow fixes/improvements
Yesterday
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
Yesterday
Timing improvements. Snappier action. Fixed some render order issues. Fixed some track issues.
Yesterday
merge from scrap king building skin
Yesterday
scrap king interior wall changed to rusty corrugated, updated the sitem description
Yesterday
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Yesterday
Added support for seagull group flying sounds and seagull disperse sounds
Yesterday
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights They will still become dynamic when parented as usual, but now they can be static when not DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
Yesterday
Add a proper motion vector pass to the deploy guide
Yesterday
merge from main
Yesterday
increase network range of groups (bc they can be far but still visibly moving)
Yesterday
compiler fixes
Yesterday
Merge from animal_renaming