reporust_rebootcancel

134,246 Commits over 4,444 Days - 1.26cph!

2 Days Ago
Merge from m16a2
2 Days Ago
Update files that are showing as different from main
2 Days Ago
Merge from m16a2/turret_burstfire
2 Days Ago
Merge from main
2 Days Ago
More fixes
2 Days Ago
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
2 Days Ago
2 Days Ago
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
2 Days Ago
Restore changes from merge
2 Days Ago
maintaining gas station spawns better car parts (w mockup prefab)
2 Days Ago
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants Tests: ran unit tests, some failures are unexpected
2 Days Ago
Merge from main
2 Days Ago
Make ElevatorStatic partial
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
2 Days Ago
Pool mini game 3p anim update and vm anim set block out
2 Days Ago
Add EntityRef SyncVar support
2 Days Ago
Switch from hardcoded tech trash define to ItemAmount
2 Days Ago
got ui2 sculpture admin panel working
2 Days Ago
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
2 Days Ago
MonumentInfo auto fill tweaks
2 Days Ago
Created all monument info scriptables
2 Days Ago
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.
2 Days Ago
disable hit-guide shadow casting
2 Days Ago
dev rock mat
2 Days Ago
sail.deployed: - Set prefab position at origin - increased upper deploy volume X by 0.22 to be under the 0.5m overhang Test passes
2 Days Ago
set syncvar to autosave
2 Days Ago
fixed rock sculpture turning into ice on pickup
2 Days Ago
Trigger server notification on impact not stage 2 start
2 Days Ago
SatelliteData translation phrases
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Add storage adaptor sorting to vending machines, fridges, wall cabinet They previously didn't support it since they aren't regular storage containers
2 Days Ago
client-only guard AtmosphereVolumeDrawPass
2 Days Ago
on-deploy default data fix
2 Days Ago
gas station maintainable car lift mockup
3 Days Ago
minimal rock sculpture prefab setup
3 Days Ago
Merge from main
3 Days Ago
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
3 Days Ago
buffer missuse fixes
3 Days Ago
wip glowing graffiti concrete tile setup. updated skins list, localization
3 Days Ago
merge from main
3 Days Ago
Basement corridor LODs and prefabs
3 Days Ago
merge from drone_keyboardlayout_fix
3 Days Ago
merge from workshop_inputs_fix
3 Days Ago
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3 Days Ago
Adding a couple more graffiti decals
3 Days Ago
merge from quarry_speed_fix
3 Days Ago
Set belt scroll speed multiplier to 0.63 so the speed of the belt visually matches the speed of the other rotating parts