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136,535 Commits over 4,324 Days - 1.32cph!

Yesterday
comps box - added lods, split base and lid for mesh lod, tweaked material values metal box - reduced lod1 distance
Yesterday
Added an alternative LOS check position for all single doors, double doors and garage door Fixes "Placing through walls" error popping up when you're clearly not placing them through walls
Yesterday
Fixed Gibbable NRE introduced in 144214
Yesterday
Base kiosk trim textures (still WIP) plus preview mesh. Renamed old test materials to get em out the way.
Yesterday
merge from gibbable_skins_fix
Yesterday
Fixed BBQ and garage door gibs not being skinned
Yesterday
merge cannon_protection to main
Yesterday
- More categorisation - Show resource path if its a place decor component
Yesterday
Merge from desctructible_boat_wrecks
Yesterday
- No need to generate cliff topology twice or process procedural objects twice - Expose Disabled flag in inspector - Change path to be 'Window/Map Creator'
Yesterday
some model fixes and conditional polish for low wall corners
Yesterday
Hide arrow buttons if we only have 1 gallery element
Yesterday
merge from store_fixes_feb
Yesterday
Remove UseWreckStabilityUpThreshold. Destroy flagged items and make wreck destructible at the same time (20s)
Yesterday
Merge: from main
Yesterday
Merge: from remove_old_occlusion_group_logic - Clean: more code removal in unit tests to silence Rider Tests: ran unit tests
Yesterday
Clean: remove more dead code/checks Missed some leftover if(true) style code Tests: ran unit tests
Yesterday
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
Yesterday
Merge: from main
Yesterday
Merge: from main
Yesterday
Merge: from main (yeah, weird one - redo of CL 143929) When I did a server merge from extend_perf_telem, plastic warned me that another change made it to main, but commit bot reported mine merged. In reality it wasn't fully merged, just "attached". This should fix it. Tests: compiler simulator in editor
Yesterday
update from main
Yesterday
merge from cannon_slowdown
Yesterday
merge from redirect_snapping
Yesterday
Deployables can now snap to redirects of itself All the component boxes now snap to each other
Yesterday
merge from boxes_dlc
Yesterday
turned of SRGB on a number of box textures, mostly metal/rough
Yesterday
Merge from main
Yesterday
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Yesterday
run codegen :facepalm:
Yesterday
reenable_mountable_parenting -> main
Yesterday
Re-enable mountable parenting on RHIBs, Player Boats and 50 Cals. Staying away from Cannons + Ballista for now
Yesterday
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
Yesterday
merge from main
Yesterday
merge from hackweek_fill_containers_rand
Yesterday
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
Yesterday
Merge from blendedsoundloops_onvalidate_fix
Yesterday
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate Fixes error spam in editor
Yesterday
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Yesterday
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
Yesterday
Add cvar for controlling cannon hit slowdown on boats
Yesterday
exported updated 3p bone knife anims
Yesterday
Apartment complex b progress
Yesterday
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Yesterday
update from main
Yesterday
Fixed limited store countdown showing "Refreshed in 6 days" when the skins are late
Yesterday
Fixed owned items still showing up at the top of the limited and featured store when featured
Yesterday
Added some arrow buttons and keyboard controls to store galleries (general and limited tabs)
Yesterday
Merge from naval_cleanup_scientist_fixes
Yesterday
Added a new font to support some missing currency symbol Added some missing currencies to the price formatter