reporust_rebootcancel

137,184 Commits over 4,352 Days - 1.31cph!

Yesterday
Removed unused media, downsized the rest and made atlases
Yesterday
merge from main
Yesterday
corrected radius
Yesterday
merge from main
Yesterday
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
Yesterday
merge from boxes_dlc
Yesterday
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
Yesterday
Storage box store page media 3
Yesterday
Storage box store page media 2
Yesterday
Storage box store page media 1
Yesterday
Storage box pack store page
Yesterday
merge from main
Yesterday
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
Yesterday
corrected inverted sphere gizmo
Yesterday
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
Yesterday
merge from boxes_dlc
Yesterday
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
Yesterday
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Yesterday
initial non-trigger AI WakeZone
Yesterday
merge from main
Yesterday
deepsea.wipecooldownmax default value set to 1h30
Yesterday
Store content json use pascal case
Yesterday
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
Yesterday
merge from main
2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from collectable_optim_pass
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Add sleeping bag icon to the sleeping bag button prefab
2 Days Ago
Show icon if the bag is inside the deep sea
2 Days Ago
Make separator slightly smaller
2 Days Ago
Add separator prefab to the death screen prefab
2 Days Ago
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
2 Days Ago
Separator prefab
2 Days Ago
Codegen
2 Days Ago
Allow server to indicate which bags are currently inside the deep sea
2 Days Ago
Possible genetic growable crossbreeding fix
2 Days Ago
Merge from main
2 Days Ago
RidableHorseAnimation rewrite, big cleanup and some new features Added kill switch for every motion
2 Days Ago
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
2 Days Ago
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
2 Days Ago
Safety checks for PartialMobileStaticGrid
2 Days Ago
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)
2 Days Ago
start of set dressing in kiosk F
2 Days Ago
merge from main
2 Days Ago
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
2 Days Ago
set conditional models of storage boxes mesh cull to 20 from 50
2 Days Ago
apartment lights update