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139,174 Commits over 4,352 Days - 1.33cph!

Just Now
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11 Minutes Ago
Bowless Crossbow - updated model orientation, fixed screw, WIP textures
11 Minutes Ago
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15 Minutes Ago
Apartment complex b / wrapped up LOD0 geo and rooftops
15 Minutes Ago
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24 Minutes Ago
Industrial Shelves; - Perliminary texture pass on wall shelf, half shelf and full shelf. - Added mask texture for colour changing. - Setup material to support colour tint.
32 Minutes Ago
exported latest salvaged hammer refresh viewmodel anims and edited admire anim.controller blend
40 Minutes Ago
Add some velocity checks to gibs, force non convex and kinematic if below these. Convars for values. Increased the force timeout.
45 Minutes Ago
merge from automated_testing
46 Minutes Ago
Updated all the convarscope calls in tests to use the new notation
51 Minutes Ago
Simplified ConVarScope calls
60 Minutes Ago
Merge from main
1 Hour Ago
paintable signs added to kiosks
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
kiosk signs paintable
2 Hours Ago
Added Small Kitchen Cabinet Prop Models and Textures Setup Small Kitchen Cabinet Prop Prefabs, LODs, Colliders and Materials Added and Setup Small Kitchen Cabinet Prop Folders Prop Test Prefab Update
3 Hours Ago
Merge from Main
3 Hours Ago
pinched hatch inwards on triangle frame to stop clipping in some instances.
3 Hours Ago
Merge: from buildingprivlidge_invoke_allocs - Optim: BuildingPrivlidge.AddDelayedUpdate caches it's invoke Tests: none, trivial change
4 Hours Ago
Removed obsolete test on TestSolarPanel Test list
4 Hours Ago
textures/decals/ folder ok re-organised the projected decals and their materials into the content/decals/ folder for clarity. textures only in /textures/decals/ from now on
4 Hours Ago
Rebuild aggregated results when filtering tests using the search bar Also allow Select Tests menu items on scriptable objects
4 Hours Ago
Optim: cache invoking callback in BuildingPrivlidge.AddDelayedUpdate Tests: none, trivial change
4 Hours Ago
removing art folder that should not ship with game
4 Hours Ago
textures/generic/ folder ok
4 Hours Ago
And RidableHorse ofc
4 Hours Ago
Some style tweaks on loadouts and copy pastes tabs
4 Hours Ago
Merge from chainsaw_hotspot_gathering
4 Hours Ago
❌ has been ❌'d (removed) whilst using the chainsaw Scale the rate at which chainsaw gathers wood so it is not significantly faster than it was before, like what the jackhammer does
5 Hours Ago
Added an extra hash set when calculating the seed for picking hair colour In some hair cases this was resulting in hair that would only allow certain colours in the variations colour array
5 Hours Ago
merge from skinviewer_easter
5 Hours Ago
Updated bunny costume skinviewer BC settings
5 Hours Ago
material order fix.
5 Hours Ago
Compile fix
5 Hours Ago
Adding a test step
5 Hours Ago
merging medical syringe updates from refresh branch
5 Hours Ago
kind of hacky BC fix to allow scaling BC without breaking the positions of chains - adjusts LengthModifier by inverse of minimum lossyScale to simulate larger in WS to cancel out the incorrect scale when adjusting transforms in LS with bonestates - need a more legitimate fix for VMs as I hadn't realised how much scale was effecting it
5 Hours Ago
Merge from main
6 Hours Ago
fixed material order on lod3
6 Hours Ago
Merge from voice_delay_fix
6 Hours Ago
Codegen
6 Hours Ago
Merge from main
6 Hours Ago
Possible solution to voice latency that occurs after long playtimes Add voice.bufferResetThreshold convar, takes a value in seconds. If the stored amount of voice data is greater than this duration then we skip most of the stored voice data to catch up Defaulting to 3.5s, can be 0-5s (the max amount of data we store) If it's set to 0 disable this fix entirely Print a client log when this happens, would like to know if it works
6 Hours Ago
Remerge of 147094 - Merge: from projectileweaponmod_allocs
6 Hours Ago
Merge: from projectileweaponmod_allocs - Optim: removed allocations related to ProjectileWeaponMod.Sum/Mult/Min/Max/Avg and their callers Tests: used a modded AK to kill a scientist
6 Hours Ago
merge from new_console-ui
6 Hours Ago
Clean: ProjectileWeaponMod.Mult - use 1 as hardcoded default value They've been manually specified as 1 everywhere, seems a bit redundant Tests: compiles