reporust_rebootcancel

121,568 Commits over 4,048 Days - 1.25cph!

22 Days Ago
Update: TreeToolRenderer is now a static class instead of an EditorTool State survives domain reload (somehow). Tests: started editor on swamp_a, craggy, swamp_b - rendered okay. Triggered a couple domain reloads via code changes - still rendered with active scene + scene switching
22 Days Ago
Bugfix: bring back tree rendering on first scene opening - Defer tool initialization to first scene load to avoid triggering asset refresh in InitializeOnLoad Tests: closed and opened editor with various starting scenes. Switched scenes.
22 Days Ago
Added spatially aware environment volume convar back after merge
22 Days Ago
Added jungle biome to ore node spawn filter
22 Days Ago
Fixed SpawnHandler.CharacterSpawn.TopologyNot filter not working if cutoff is set to 0 (fixes spawning inside rivers) Added additional exact spawn filter check when picking player spawn position in case quadtree resolution doesn't suffice
22 Days Ago
Merge from main
22 Days Ago
merge from main
22 Days Ago
Updated jungle water treatment tank culling distance Enable ziggurat name on map Updated ziggurat HLOD
22 Days Ago
allowing piper nigrum prefabs to cull at 300m
22 Days Ago
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit
22 Days Ago
Merge from jungle_update
22 Days Ago
Safety check in UpdateProgress
22 Days Ago
Merge from jungle_update
22 Days Ago
Some better initial rotation handling
22 Days Ago
Added new descend option when a vine is on it's home tree, drops the player to the ground safely
23 Days Ago
Merge from protobuf_fixes
23 Days Ago
Merge from jungle_update
23 Days Ago
Actually fix RPC error in CLIENT_PendingInvite (IDs are ulong, not ints)
23 Days Ago
Merge from main
23 Days Ago
Compile fixes
23 Days Ago
Merge from protobuf_fixes
23 Days Ago
Update protobuf code generator (should fix IndexOutOfRangeException when saving the generated procgen map)
23 Days Ago
Possible fixes for RPC errors in DoUpgradeEffect and GetPerformanceReport (likely mods using them with missing parameters)
23 Days Ago
Codegen
23 Days Ago
Merge from main
23 Days Ago
Fix RPC error in CeilingLight.ClientPhysPush (should also fix push direction/force due to explosions)
23 Days Ago
Fix RPC error in CLIENT_PendingInvite when clearing a pending team invite
23 Days Ago
Merge from jungle_update
23 Days Ago
Merge from main
23 Days Ago
Fix broken code in PhotoFrame.RecieveOverlayTexture RPC causing errors because it's trying to read the wrong data
23 Days Ago
Hide branches when a tree is chopped down
23 Days Ago
Merge from jungle_update
23 Days Ago
Compile fix
23 Days Ago
Double how low the vine swing travels to the ground (was -5m from the vine start point, now -10m)
23 Days Ago
Merge from jungle_update
23 Days Ago
Fixed time scale set to 2.7 by default in TimeManager
23 Days Ago
Play the vm release animation, delay the vm being holstered for 0.2s after dismounting
23 Days Ago
vine_integration -> jungle_update
23 Days Ago
Hanging vine point now points towards end desintation again
23 Days Ago
Fix 3p player animation speed set to 0
23 Days Ago
Show arrow for all possible destinations when looking at a vine
23 Days Ago
only overwrite death icon when a loadout has a death icon provided
23 Days Ago
Codegen
23 Days Ago
Fix NVG loadout for military tunnel scientists having it's death icon stomped in CS 110444
23 Days Ago
vine_integration -> jungle_update
23 Days Ago
New vine idle hang down position - Vine hang point support - Exposed more protected methods from fake physics rope - Rename and organisation of vine scripts
23 Days Ago
Added a new setting to Construction to define alternative LOS check positions when running building LOS checks Added a few pos to the foundation and floor prefabs, this fixes the constant 'Line of sight blocked' error messages when building Still very wip
23 Days Ago
Commit all reserialized prefabs from the manifest being generated (without loot tables!)
23 Days Ago
Update manifest
23 Days Ago
Added ability for ladders to require jump to mount Enabled on the bottom ladder volume of the vine swinging tree, meaning players will need to jump to start climbing the vine tree but the upper portion of the tree will still behave like a normal ladder