reporust_rebootcancel

137,081 Commits over 4,352 Days - 1.31cph!

Today
merge from main
Today
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
Today
merge from boxes_dlc
Today
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
Today
Storage box store page media 3
Today
Storage box store page media 2
Today
Storage box store page media 1
Today
Storage box pack store page
Today
merge from main
Today
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
Today
corrected inverted sphere gizmo
Today
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
Today
merge from boxes_dlc
Today
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
Today
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Today
initial non-trigger AI WakeZone
Today
merge from main
Today
deepsea.wipecooldownmax default value set to 1h30
Today
Store content json use pascal case
Today
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
Today
merge from main
Today
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Today
Merge from collectable_optim_pass
Today
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness. Only affects staging. Affected things: - PT Boat Turrets - Flamethrowers - Autoturrets with Generic Fireables - Attack Helicopter Turret
Today
Add sleeping bag icon to the sleeping bag button prefab
Today
Show icon if the bag is inside the deep sea
Today
Make separator slightly smaller
Today
Add separator prefab to the death screen prefab
Today
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa) Position separator prefab inbetween the different locations of bags on respawn screen
Today
Separator prefab
Today
Codegen
Today
Allow server to indicate which bags are currently inside the deep sea
Today
Possible genetic growable crossbreeding fix
Today
Merge from main
Today
RidableHorseAnimation rewrite, big cleanup and some new features Added kill switch for every motion
Today
Fixed deep sea signal computer server colliders not being stripped on the client Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
Today
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
Today
Safety checks for PartialMobileStaticGrid
Today
added "open access" check to component boxes, where if a box with a linked broken TC gets opened by a player, that player can now see the contents of the box forever. (lock checks still take priority though, so if you place a lock on the box you can re-hide the contents)
Today
start of set dressing in kiosk F
Today
merge from main
Today
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
Today
set conditional models of storage boxes mesh cull to 20 from 50
Today
apartment lights update
Today
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
Today
fix rotation tool transparency
Fix profiler samples in Find and TryGetEntity