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141,689 Commits over 4,413 Days - 1.34cph!

2 Years Ago
merge from main
2 Years Ago
merge from qol_auth_friends_tc
2 Years Ago
Updated to scan for external moves and deletes
2 Years Ago
Merge from main
2 Years Ago
exported rough 3p blunderbuster anim set and setting up blunder buster in unity
2 Years Ago
added chippy box
2 Years Ago
scaled down heads a lot, started on some lighting presets
2 Years Ago
UI Prefab update
2 Years Ago
Added new overlay type and prefab for hood. Item.
2 Years Ago
merge from sks (Sar skin for nomad hazmat pack)
2 Years Ago
merge from external_holdtobuild
2 Years Ago
merge from launch_site_puzzle_loot_fix
2 Years Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
2 Years Ago
Setup for weaponracks
2 Years Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
2 Years Ago
merge from industrial_conveyor_quickmove
2 Years Ago
merge from cargo_double_dock
2 Years Ago
merge from mission_improvements_may_24
2 Years Ago
merge from material_reserialize_may_24
2 Years Ago
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
2 Years Ago
Minor edit, don't need a separate method here
2 Years Ago
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
2 Years Ago
Fix compile error from title being changed to titlePhrase
2 Years Ago
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame) Short Ice Wall now takes 3 seconds to place
2 Years Ago
Get rid of most of the unused commented code
2 Years Ago
Merge from main -> qol_auth_friends_tc
2 Years Ago
Merge from main
2 Years Ago
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
2 Years Ago
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
2 Years Ago
Merge from main
2 Years Ago
Reserialize all materials (1083 changes)
2 Years Ago
Merge from main
2 Years Ago
S2P fishing_village_c
2 Years Ago
Slight styling changes
2 Years Ago
Merge from main
2 Years Ago
Merge from cui_scrollablecontainers_54
2 Years Ago
Fixed typo in horizontal scrollbar json read
2 Years Ago
Merge from main
2 Years Ago
merge from electricity_power_fixes/2/doorcontroller
2 Years Ago
Fixed NRE when saving null io line anchors refs
2 Years Ago
cherrypicking 96512 !Removed the 5 scraps you get from recycling a RF Pager (as we removed the tech trash from its recipe)
2 Years Ago
Unity 22 package unity.ai.navigation metas
2 Years Ago
merge from nightlight_workshop
2 Years Ago
merge from pie_menu_phrases_reapply
2 Years Ago
merge from electricity_power_fixes/2/doorcontroller
2 Years Ago
Fix aggregate packets per second not being counted correctly
2 Years Ago
Fix outbound packets not counted correctly
2 Years Ago
Fix network stats not being reset at end of frame
2 Years Ago
Add inbound & outbound bytes to network profiling Include aggregates of "packets per frame" on the server
2 Years Ago
Add EntityProfiler to track total entities spawned per frame, as well as toggle for count per prefab per frame