reporust_rebootcancel

136,647 Commits over 4,324 Days - 1.32cph!

5 Days Ago
Swapped the 3 lingering black fuel barrels on the top floor of large oilrig with 2 yellow barrels and 1 red barrel (see oilrig_remove_static_oil_barrels) - Ran S2P
5 Days Ago
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5 Days Ago
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5 Days Ago
Add weight threshold to modular boat physics sounds so dropped items, thrown C4, etc don't play the boat's phys impacts
5 Days Ago
Boat building blocks can always be demolished (in edit mode), removed timer. Added BoatBuildingBlock.AlwaysDemolishable convar to toggle it (default on)
5 Days Ago
removing duplicate unused textures, re-assigned correct texture in materials that used the duplicate
5 Days Ago
new textures for building generic trim set to enable vertex blend use
5 Days Ago
merge from painting_qol_fixes
5 Days Ago
merge from main
5 Days Ago
remove debug logs
5 Days Ago
added flag toggle for hopper on all component boxes
5 Days Ago
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark
5 Days Ago
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
5 Days Ago
Updated conditions for component boxes showing contents, removing competitive disadvantage of raiders seeing box contents. Added flag for hopper on component boxes, to hide some parts of visuals
5 Days Ago
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk - pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor - only dispose NativeSimData once when it's shared - saves 80MB
5 Days Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
5 Days Ago
Merge from main
5 Days Ago
Fix client compile error
5 Days Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
5 Days Ago
merge from main
5 Days Ago
regenerate testlist
5 Days Ago
merge from optimize_sleeping_bag -> main
5 Days Ago
merge from optimize_sleeping_bag -> main
5 Days Ago
Compile fix
5 Days Ago
merge from boxes_dlc
5 Days Ago
merge from main
5 Days Ago
merge from boxes_dlc
5 Days Ago
exported updated 3p bone knife anims
5 Days Ago
rebase on main
5 Days Ago
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
5 Days Ago
Tweaked the tropical texture atlas source files to solve the puddle issue.
5 Days Ago
merge from indirect_instancing (build fix)
5 Days Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
5 Days Ago
Fix client and server build 🎳
5 Days Ago
Merge from treasure_mission_fix
5 Days Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
5 Days Ago
Fix a few boat piece construction placeholder meshes.
5 Days Ago
boat_ai_reverse_preference_fix -> main
5 Days Ago
Setting up burstcloth and skinning for ghost sheet
5 Days Ago
fix missing z-buffer when rendering forward opaques
5 Days Ago
Fix bbs not setting owner id correctly with deploy & edit
5 Days Ago
texturing progress - apartment complex
5 Days Ago
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
5 Days Ago
Added coffee table to prefab
5 Days Ago
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5 Days Ago
Apartment kits update
5 Days Ago
merge from indirect_instancing
5 Days Ago
rebase on main
5 Days Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
5 Days Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)