reporust_rebootcancel

139,927 Commits over 4,383 Days - 1.33cph!

15 Minutes Ago
boatai_los_swapfix -> main
19 Minutes Ago
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
32 Minutes Ago
main -> vendingmachine_ui_refresh
43 Minutes Ago
- Minor polish
47 Minutes Ago
Missed files
47 Minutes Ago
Can now make fulll vending order with drag/drop
53 Minutes Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
1 Hour Ago
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
1 Hour Ago
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
1 Hour Ago
Fix virtual icon dragging not working
1 Hour Ago
merge from deepseamarkers_mlrs_fix
1 Hour Ago
Fixed deep sea portal marker masking issues with MLRS's map
1 Hour Ago
Merge from main (no conflicts)
2 Hours Ago
Static prop lantern consistency. Red spotlights on Excavator fixes.
2 Hours Ago
These too.
3 Hours Ago
Missed some files.
3 Hours Ago
Monument fixes.
4 Hours Ago
Add drag support to the fake slot and inventory system (not working properly yet)
4 Hours Ago
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
5 Hours Ago
add workshop on/off toggle for electric furnace effects
6 Hours Ago
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
6 Hours Ago
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
Today
workbench upgrades gibs added
Today
workbench gibs fbx added
Today
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Today
Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
Today
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Today
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy
Today
Clean: remove Visibility.Manager.groups - also remove all provider == null checks Tests: compiles
Today
Mortar export updates
Today
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Today
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing - Upodated all places to use ClientVisibilityProvider instead of null This allows to remove groups from Network.Visiblity.Manager Tests: booted into craggy, ran GameTraceTests
Today
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures Added faster dictionary lookups to GestureCollection
Today
Fixed Lumberjack Hoodie not working in Industrial Conveyor
Today
Switch mortar firing button from reload to primary fire.
Today
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method - get rid of Visibility.Manager.Groups accessor This removes public access to groups dictionary, so almost there to remove it Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
Today
merge from split_dump_command
Today
Mortar animator update and anim exports
Today
switch to args.ReplyWith
Today
Fixed nuke EffectRecycle prefab errors.
Today
Updated joint hierarchy for mortar
Today
Update: Visibility.Provider now can create network groups in a thread-safe fashion - organized hardcoded groups into their own collection - Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit Tests: Booted and ran around on craggy. compiled for all modes separately
Today
Remove entity mod from mortar shells
Today
Update manifest
Today
Delete old placeholder mortar entities
Today
Mortar IK ref points updated and anims exported
Today
exported edited salvaged hammer refresh vm anims
Merge from main
Today
Updating mortar rig with hand IK targets