reporust_rebootcancel

135,997 Commits over 4,324 Days - 1.31cph!

Today
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Today
Fixed import on G note tuba play anim (needs at least 1 frame)
Today
Merge from modular_boats_rw
Today
Merge from hackweek_boxsorting
Today
Merge from fix_grenade_split_world_skin
Today
Merge from coconut_collider_fix
Today
Merge from collectable_optim_pass
Today
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
Today
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
Today
Remade water barrel collider with primitives, it had a non-convex mesh collider
Today
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
Today
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
Today
Reduced minecart planter colliders count from 16 to 4
Today
All IO water items deployable on boats
Today
Merge from main
Today
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Today
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Today
Merge from fix_roof_debris
Today
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Today
Merge from growable_menu_changes
Today
Merge from print_speed
Today
Merge from fix_backpack_priority_attire
Today
Merge from kapok_branch_col_optim
Today
merge from naval_update/io_boats
Today
Compile fix
Today
Use GetRootParentEntity instead of the new GetRootParent method
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Today
Minor adjustment to branch collider
Today
Merge from main
Today
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Today
Can't connect IO entities not sharing the same root parent
Yesterday
More IO prefabs deployable on boats
Yesterday
Fixed some broken rock formations in NMS (scene only)
Yesterday
Merge from windturbine_deploy_sfx
Yesterday
Merge from improved_embrasures_colliders
Yesterday
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
Yesterday
Merge from ambient_light_lod_fix
Yesterday
Merge from 20mindayextension
Yesterday
Merge from main
Yesterday
Merge from hackweek_meshlod_qol
Yesterday
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
Yesterday
Merge from main
Yesterday
Wire snapping works on moving boats
Yesterday
Test list
Yesterday
Fixed electric furnace deploy volume not including Vehicle_Large
Yesterday
Remade large battery collider with primitives, it had a non-convex mesh collider
Yesterday
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally
Yesterday
merge from workshop_animator_controls -> main
Yesterday
slightly better looking animator control buttons
Yesterday
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