reporust_rebootcancel

138,492 Commits over 4,505 Days - 1.28cph!

2 Hours Ago
Allow viewing maps for each zone/server in the nexus too if it is set
3 Hours Ago
fixed krieg chainsword not placing on single weapon racks placement needs refining
5 Hours Ago
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
Today
Update: added standalone win TLS slot to allow - also wrapped into OS & config dependent compile guards Tests: built all flavors of standalone and checked that code succesfully executes in other project
Today
Fix laser beam jobs pointing at the origin
Today
add unsafe scripting access scope
Today
merge command palette back to main
Today
notes, lives, basic input
Today
push up editor
Today
lower lanes, add notes
Today
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal
Today
Fix wrong transform used for zone list causing header to be destroyed
Today
Add in the zone list and nexus map on the server connect screen
Today
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
Today
Drain pass optims
Today
removed duplicate ligths from military tunnels scene 2 prefab
Today
initial code testing, level data
Today
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
Today
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
syncvar_stale_inheritance_fix -> main
Yesterday
Evaluation pass optims, use buffers instead of pooling collections every tick
Yesterday
Progress on showing nexuses on the new menu, this time without the separate tab Fixed nexus player authentication that's been broken since moving the backend endpoint
Yesterday
Manifest
Yesterday
Swap around 20 classes over from RPC + Proto to SyncVars - Codegen
Yesterday
Speculative crash fix: Clamp instance index in terrain hole shader
Yesterday
[hackweek] add possession mode to demoui2
Yesterday
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
Yesterday
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
Yesterday
updated powerline cables LOD texture to accomodate new draping cables shape/form
Yesterday
Fix stale syncvar inheritance roots being kept around after each weave
Yesterday
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
Yesterday
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
2 Days Ago
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
2 Days Ago
network_profiler_improvements_3 -> main
2 Days Ago
New network profiler UI
2 Days Ago
Rework packet capture to work via NetWrite rather than at all the packet send points
2 Days Ago
update from main
3 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
3 Days Ago
Additional events for fuel switch and water treatment wheel.
4 Days Ago
Don't fail server boot if world.cfg is an empty string
4 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
4 Days Ago
orbit_cam_hold -> main
4 Days Ago
merge from main
5 Days Ago
Large crashed train station progress
5 Days Ago
Merge from nexus_fixes
5 Days Ago
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
5 Days Ago
wip scrap king textures
5 Days Ago
apply prefab to scene, S2P Gas Station
5 Days Ago
fix gas station better loot spawns not respawning after server restart
5 Days Ago
Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers