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111,710 Commits over 3,928 Days - 1.18cph!

Cherrypick 110576 + 110648 (4K textures)
Knight armour world model fixes
Yesterday
Fixed knight armour viewmodel not showing
Yesterday
Merge from lunar_new_year_2025
Yesterday
Can now mount and open the catapult basket even when the catapult is not reloaded
Yesterday
Merge from main
Yesterday
primitive -> Aux2
Yesterday
primitive -> 4ShotMiniCrossbow
Yesterday
compile error again
Yesterday
merge from primitive -> aux2
Yesterday
merge from primitive_gm -> primitive
Yesterday
Ensure on the server that items can't be crafted in the wrong era
Yesterday
Make pistol ammo loot only as well
Yesterday
merge from main -> primitive_gm
Yesterday
merge from fix_amplify_import_times -> main
Yesterday
Make chainsaw and jackhammer only available from loot in primitive era
Yesterday
Change era restriction so it's a whitelist of sources you can get it from instead of blacklist of where it's blocked - unless unassigned then it means nothing
Yesterday
Add support to only block items from certain sources inside an era - example: making jackhammers available in loot but not available from vending machines
Yesterday
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Yesterday
catapult.reload command can now take arguments: "catapult.reload 1" will automatically load a boulder, 2 a firebomb and 3 a propane bomb
Yesterday
fixed lumberjack hoodie skinning issue - rebuilt prefab
Yesterday
Backup shelve
Yesterday
Added per-ammo firing effects to the ballista Added global hit effect to the battering ram
Yesterday
Burst cloth setup on ropes for snake mask
Yesterday
Codegen
Yesterday
Added per-ammo firing effects to the catapult Added catapult.reload command to instant reload nearby catapults
Yesterday
Merge from steamworks_161
Yesterday
Increase workbench tax in primitive gamemode T1 0% -> 10% T2 10% -> 20% T3 20% -> 40%
Yesterday
Update Facepunch.Steamworks to use Steamworks SDK 1.6.1
Yesterday
Balance changes
Yesterday
4ShotMiniCrossbow -> primitive
Yesterday
Update: DemoServer - implement fixed step playback - Should keep demo stream consumption stable Right now we're streaming too much data(at 30hz with ~200hz editor sim), which trips up a number of violation checks. Going to try tweaking the number to see if it helps with reproducable results. Tests: played the demo twice - the step count was the same, but the result numbers were different.
Yesterday
Added different animation curve for reload rotation
Yesterday
Merge from main
Yesterday
- manifest - smoothed out the barrel rotation code
Yesterday
Merge from weaponrack_backpack_slot
Yesterday
Set to primitive era
Yesterday
Setup weapon rack configs for all shields
Yesterday
- Redone arrowhead display system to be closer to regular crossbow - Use hashset to store enabled arrow heads - Move scope attachment point closer to front of barrel to move fov area forward - Increased default fov
Yesterday
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Yesterday
Fixed BallistaGun NRE
Yesterday
Can now place equipped back slot items on weapon racks if you're not actively holding a weapon/item (that will take placement priority instead) Backpack weapon rack configs.
Yesterday
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Yesterday
Restored old horses behaviour to be like on release
Yesterday
remove deploy animation loop time
Yesterday
Hide battering ram head item
Yesterday
- Only allow holo and simple sight to be added to mini crossbow
Yesterday
Blowpipe reload update and view model camera pass
Yesterday
Lunar new year mask added. - set up prefabs - added materials - added model - added textures
Yesterday
Disable bradley & cargo ship