reporust_rebootcancel

136,739 Commits over 4,324 Days - 1.32cph!

Today
Flame turrets deployable on boats
boat_hand_animation_fix -> main
Fixed steering wheel and throttle issues on the PT Boat
Today
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
Today
Shotgun trap deployable on boats
Today
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
Today
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Today
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Today
Added missing server collider to DS Signal Computer.
Today
Fixed tropical1 bush billboard oddities.
Today
merge from ddraw_sceneview
Today
made ddraw work in the scene view as well, handles Text and ScreenText as well
Today
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
Today
merge from dragbyangle_improvements
Today
Optim: merge count and sort jobs into one Tests: unit tests
Today
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
Today
Add previewed line tool method, behind convar
Today
clothing box - texture pass and material updated
Today
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
Today
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Today
Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param Tests: ran unit tests - all pass
Today
shipping container texture repack projected decals and decal materials
Today
Paint line tool, directionlock method
Today
Boat building stations now cache the steering wheel in the buildable area This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
Today
Add missing SetApplicationId call for Discord integration
Yesterday
stripping shipping container models from the decal submeshes converted all prefabs to meshLOD
Yesterday
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping) All tests passed
Yesterday
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters) Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter HBHF sensors now use that, so they can work on boats
Yesterday
merge from main
Yesterday
storage boxes prefab adjustments, disabled LOD3 shadows, cleaned up unused overrides
Yesterday
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
Yesterday
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
Yesterday
Merge: from main
Yesterday
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
Yesterday
freshwater_fix
Yesterday
Revert to a better cs: #144447
Yesterday
added ddraw to playerboat.lookatdragbyangle command
Yesterday
freshwater_fix -> main
Yesterday
Revert proc map to #142609
Yesterday
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
Yesterday
merge from collider_cleanup_feb_26
Yesterday
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
Yesterday
server_browser_obfuscation_fix -> main
Yesterday
Dont obfuscate ping assmembly
Yesterday
Ordering changes
Yesterday
merge from deepsea_fixes
Yesterday
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
Yesterday
merge from junkpile_water_clip_fix
Yesterday
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
Yesterday
merge from main