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126,557 Commits over 4,109 Days - 1.28cph!

29 Minutes Ago
Run PrefabAttribute preprocess during bundling because RigidbodyInfo needs it Has to be run while bundling because rigidbody components are removed client side, but RigidbodyInfo preserves some of its fields for the client
1 Hour Ago
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2 Hours Ago
Skin viewer: tweaked all the remaining items
3 Hours Ago
very wip pilot hazmat storage model and materials
4 Hours Ago
Added first pass cinematic rig for Pilot Hazmat
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Skin viewer: DB, F1 grenade, M39, sword, satchel, stone hatchet, waterpipe, pants
Rin
6 Hours Ago
Terrain progress
6 Hours Ago
Skin viewer: bow, bone club, bone knife, combat knife, custom smg, hatchet, jackhammer, L96, longsword, M249, pickaxe, pump shotgun, salvaged pickaxe, stone pickaxe, snow jacket
6 Hours Ago
Header nav buttons and weekly skin reset counter styles
6 Hours Ago
Improve modal styling, steam inventory buttons and store general scroll bar
Today
New colours added, checkbox fully clickable, sidebar colours
Today
Some skin viewer tooling to help setting up the 2 billions items left
Today
Fix RidableHorse.PreProcess NRE on client due to missing rigidbody
Today
Allow running TrainCar preprocess during bundling too because it depends on some objects deleted by RealmedRemove
Today
Remove debug
Today
Merge from trimmed_asset_warmup/scene_warmup
Today
Allow IPrefabPreProcess implementations to opt into running during bundling into asset scenes Enabled for EntityFlag_Toggle, RealmedRemove, StripRig, TriggerNotify, and TriggerNotifyEntity
Today
Skip loading monument prefabs for non-procedural maps
Yesterday
Remove another redundant mesh collider on ice sculpture
Yesterday
Fixed skin viewer sun orientation
Yesterday
Merge from trimmed_asset_warmup/scene_warmup
Yesterday
Fix issues canceling loading into servers Fix scene lists duplicate entries in AssetSceneManifest at runtime Fix errors unloading scenes in editor because no asset scenes are loaded (can't unload last scene)
Yesterday
Made sails easier to interact with.
Yesterday
Removed TSSAA post effect from the skin viewer, breaks it Fixed nre when opening frog boots
Yesterday
Added IsBoatFullyContained check, called in CanEnterEditMode. Ensures all boat pieces are within the boat building area before entering edit mode, to prevent half editable boats.
Yesterday
WIP on lighting settings for workshop screenshots
Yesterday
Fixed right clicking while dragging a gesture breaking everything
Yesterday
Gesture reset button styling
Yesterday
Centered gesture wheel Fix soft mask fading bottom items
Yesterday
Fixed gesture menu not showing up + an nre when dragging empty widgets
Yesterday
merge from new_menu
Yesterday
Load skin viewer in a prefab rather than using a scene Removed the sky from the scene, not needed
Yesterday
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes
Yesterday
Ensure MemoryStream used to store bytes in EventRecord is returned to pool
Rin
Yesterday
Removed duplicate gibbable script
Yesterday
Fix more meshes missing R/W
Yesterday
Fix scientist shotgun reload sounds
Yesterday
Fixed some legacy skins not loading
Yesterday
Fix heavies walking into players
Yesterday
Consistent drag controls regardless of framerate
Yesterday
Fix shotgun location in hand
Yesterday
Add support for adding byte[] fields to analytics events - serialized as Base64 string
Yesterday
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
Yesterday
Fixed store extra items not working for untagged old items
Yesterday
Skin viewer: sleeping bag, SAP, revolver and python
Yesterday
Fixed old skins not loading
Yesterday
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
Yesterday
Ensure hit entity isnt null first