reporust_rebootcancel

118,029 Commits over 3,987 Days - 1.23cph!

Today
Removed Duplicated Models
Today
Switch the blue material
Today
Updated Water Treatment Tank Model and Materials
Today
Merge: from minigun_audio_fix - Fixes minigun audio beign stuck on Client after releasing the fire button - Fixes minigun effects not replicating to other players Tests: local 2 player session with each player firing minigun in various patterns.
Today
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Today
Merge from jungle_update, protocol bump
Today
Bump protocol
Today
Merge from main
Today
Add placeholder footstep audio to tiger and panther
Today
Merge from vram_budget: Revamp texture streaming system
Today
Removed client log when throwing RF C4
Today
Merge from main
Today
ContentsDeepHash changes to make armor slot UI work again.
Today
Added new spec/gloss texture to sandbag barricade
Today
fixed pink missing materials on masterhouse in radtown
Today
ziggurat basic lootspawn pass S2P
Today
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Today
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Today
Iterating.
Today
Bring density down by 75%
Today
Small fix.
Today
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Today
Tesla coil
Today
Merge from vines
Today
Fixed vine update performance at scale
Today
backup
Today
Add vine tree population Fixed an NRE because tree has no proper colliders (yet)
Today
Protobuf
Today
Merge from vines
Today
Fixed CLIENT compile error
Today
Today
Disable time of day movement in the workshop scene (can still use slider) Added new skybox rotation slider Export mesh file dialog now autofills the name of the item
Today
Parent merge
Today
Try to merge all partial stacks of items inside the main inventory of the corpse before trying to move backpack items into it - reduces times we spawning backpack contents sack on the ground
Today
Fix reclaim backpack contents going into main inventory when respawning instead of backpack
Today
Fixed missing pooling for List<Item> (missed from stash)
Today
Fix pooling missed for Dictionary<ItemDefinition,float>
Today
Refactor to `ItemContainer.MoveAllItems()` so any time we are trying to move all items from container -> container we don't skip items or throw errors for looping while items are removed
Today
Try to move items onto the corpse's inventory first before spawning the dropped bag with the backpack's contents
Today
Add convars to keep backpack when wounded / dying - keep backpack equipped when dying in softcore so it works as expected with reclaim Fix "ReclaimPercent" doing the opposite of what you think where 0% = keep and 100% = none - change the convar for reclaimWear percent to reflect this If the backpack is going to be kept on the player to be reclaimed, drop the contents of the backpack on the ground that aren't going to be kept Fix backpack not fitting into the reclaim inventory due to volume restriction
Today
Reclaim items automatically when you respawn instead of needing to run back to corpse "Rewrite" reclaim manager so it only has a single reclaim per player - timer refreshed every time you die but it should give out every item when you respawn anyways - also remove storage of killer name since that was used for reclaim backpack naming Remove reclaim backpack code & prefab since it's not used anymore Reclaims still expire after 2 hours (convar) Put items back into respective inventories (main, wear, hotbar, backpack) - put backpack contents into main inventory if you don't respawn with a backpack due to reclaim Add new inventories to protobuf & run codegen
Today
Parent merge
Today
Updated crocodile, panther and tiger prefab info with avatar icons
Today
Avatar icons for tiger, panther, crocodile and snake
Today
Make vine swinging trees immortal
Today
Still broken looking but slightly less broken looking vine visual
Today
Change `AddFractionOfContainer()` method to keep 50% of the amount of items instead of 50% of stacks - 1000 stone + 1000 wood -> 500 stone + 500 wood instead of only choosing one of the stacks - use RNG to determine initial rounding of stackable items then use remainder to consistantly determine the rest of the rounding behavior
Today
Merge from upload_icons_range