reporust_rebootcancel

126,375 Commits over 4,109 Days - 1.28cph!

Just Now
Fixed map marker sfx still playing even if map markers are disabled by game mode
8 Minutes Ago
Fixed being able to research items that are marked default craftable but also blocked for crafting in the current game mode (eg. eoka)
12 Minutes Ago
Fixed being able to research redirect skins of items that have been marked non craftable by the game mode
25 Minutes Ago
Possibly fixed out of range exception when saving fog images Fix alphaHitTestMinimumThreshold error spam
59 Minutes Ago
Merge from main
1 Hour Ago
Skin viewer framing tweaks for rock, doors, hammer and fridge Added per-item settings
1 Hour Ago
Fixed store NREs when Steam is down
1 Hour Ago
Merge from main
1 Hour Ago
Fixed store nre
3 Hours Ago
Start on additional auto-screenshots for workshop submissions
4 Hours Ago
WIP remaking the ViewModel editor testing scene with flex UI and more functionality. Currently populating every viewmodel to a dropdown
4 Hours Ago
Merge from trimmed_asset_warmup/scene_warmup
4 Hours Ago
Change log for prefabs not found in any asset scenes from error to info Only log this in development builds - occurs in AnimationEvents for things like the wire tool
4 Hours Ago
Remove redundant scene unload code in LevelManager Remove LevelManager logs in non-development builds
5 Hours Ago
Scientist RHIB update
6 Hours Ago
▍▆▇▇▌ ▋▄▌▇ ▉▅▉▇
6 Hours Ago
█▍▊▅ ▇▌▊▇▆▆█▋
Today
Re-enable scrappy damage fx, disabled when waterlogged
Today
Update: BaseRaidBench - output avg projectiles per frame Helps us track changes to timers(bases made the benchmark faster as there's less projectiles on average) Tests: ran the scene
More consistent refresh button behaviour Call favourite refresh on active refresh Move a bunch of method logic out of local stacks and just into the method call like it should be Older server browser update queries wont update the UI, only the most recent one will. Stale ones are chucked
Today
Update: BaseRaidBench - support skins for spawned bases Tests: ran the scene in editor
Today
Polished the panning settings
Today
▋▇▇▆▆▍
Change ping header to 'last played' in favourites Try running pre warm without cache (cleaner behaviour - needed for the modal) Refresh all can force cache on or off New shorter streamermode sanitise
Today
Skin viewer pan controls
Prewarm the server browser, so when you access it it's already filled with servers
Today
merge from fogmethod1
Today
potential fix for client weather.load clouds not being overridden by subsequent server load
Reset connection viewer description to the top on open Removed a bunch of crappy logs
Today
Bugfix: BaseRaidBenchmark - walls now appear on spawned bases - Export the model bitmask for building blocks - Updated the base json Tests: ran the scene
Today
Skin viewer takes the entire screen when fullscreen Changed button hitbox, was overlapping other UI stuff
Fixed a bunch of server browser buttons/filters using the wrong material after the cleanup
Rewrite foil shader so it supports soft masking Fix broken premium icon shader Fix broken premium text shader
Today
Bugfix: unblock use of DemoBuildingsViewer after running benchmark/playing in editor - Done via temporarily shutting down steam connection Tests: opened the scen from the demo after running the benchmark
Today
Update: move building hierarchy sorting to export - also fixed the bug with using Append instead of Enqueue Tests: ran BaseRaidBench scene
Today
Update: BaseRaidBench - spawn bases around the firing circle - added the largest base from my demo Walls are borked, same issue as editor, gonna fix next. Tests: ran the scene
Today
▌▅▌▅▅▋▉▋█▌▋ ▄▇▌▊▆▋ ▉▌▊▉▊▊▌_▌▆▉█ ▌▄▋▇▌▊▍ ▆▅▍▇▋, ▋▄▆▅▆▋ ▋ ▍▇ ▇▉▉▇█▍▅▉
Today
Go over cases where scientists can react too fast to noise / being hurt, and improve them
Today
Skin viewer zoom controls Blur is full screen
Today
Make all buffer memory blocks have a Swap() function
Today
Make new no buiid zone shader more transparent.
Today
merge from tugboat_toot
Today
merge from main
Today
merge from static_entities_hostile_fix
Today
Add a QueryVisJobRunner to handle visibility checks in batches while also allowing for layer mask filters. Name tags are now a lot more stable with the magic offset removed and physics based visibility checks. Split the bot.crouch command into two client/server commands.
Today
Fixed current level being SkinViewer instead of menu
Today
Fixed window opening
Today
Update: export parent IDs for entities in buildings Tests: exported largest base from demo - confirmed expected entity had ID
Today
█▇▌▌▅ ▆▊▋▍ ▉▄█_▉█▊▌▇▅▇▌_▌▋▆▌▌_█▇▄▇▍▇▄▌▅ -> ▍▇▉▆
Today
Update: Move Building to it's own file Makes it accessible for benchmarking Tests: compiles in editor