reporust_rebootcancel

145,886 Commits over 4,444 Days - 1.37cph!

Update files that are showing as different from main
Merge from m16a2/turret_burstfire
Merge from main
More fixes
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
Today
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
Restore changes from merge
Today
maintaining gas station spawns better car parts (w mockup prefab)
Today
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants Tests: ran unit tests, some failures are unexpected
Merge from main
Today
Make ElevatorStatic partial
Today
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors - if you want to share apartments with your friends, either be in the room or make a proper base
Fixes for burst firing in turrets, seems to work okay now Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
Today
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
Today
Pool mini game 3p anim update and vm anim set block out
Today
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Add EntityRef SyncVar support
Today
Switch from hardcoded tech trash define to ItemAmount
Today
got ui2 sculpture admin panel working
Today
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
Today
MonumentInfo auto fill tweaks
Today
Created all monument info scriptables
Today
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
Today
disable hit-guide shadow casting
Today
dev rock mat
Yesterday
sail.deployed: - Set prefab position at origin - increased upper deploy volume X by 0.22 to be under the 0.5m overhang Test passes
Yesterday
set syncvar to autosave
Yesterday
fixed rock sculpture turning into ice on pickup
Yesterday
Trigger server notification on impact not stage 2 start
Yesterday
SatelliteData translation phrases
Yesterday
Added shelf 14935 - Reduce maxOverhangMetres to 0.5f - Exclude hidden item definitions - Only include deploy volumes that affect constructions - Include DeployVolumeEntityBounds - Do not include DeployVolumeEntityBoundsReverse - Account for sockets
Yesterday
Add support for EntityRefs to be sent via RPC. ID is extracted and sent on sending side ID is received and put into a new entity ref on the other side
Yesterday
Add storage adaptor sorting to vending machines, fridges, wall cabinet They previously didn't support it since they aren't regular storage containers
Yesterday
client-only guard AtmosphereVolumeDrawPass
Yesterday
on-deploy default data fix
Yesterday
gas station maintainable car lift mockup
Yesterday
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Yesterday
minimal rock sculpture prefab setup
Yesterday
Merge from main
Yesterday
Cleaner, better way to support remote listeners (cctv, drone) hearing VOIP of others. Previous system used a messy secondary network group solution which was prone to bugs and connections being added twice to seperate lists New system specifically looks for cimputer mounted players - giving a much more reliable solution
Yesterday
buffer missuse fixes
Yesterday
wip glowing graffiti concrete tile setup. updated skins list, localization
Yesterday
merge from main
Yesterday
Basement corridor LODs and prefabs
Yesterday
merge from drone_keyboardlayout_fix
Yesterday
merge from workshop_inputs_fix
Yesterday
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Yesterday
Adding a couple more graffiti decals
Yesterday
merge from quarry_speed_fix