reporust_rebootcancel

105,844 Commits over 3,806 Days - 1.16cph!

5 Months Ago
merge from roulette_random
5 Months Ago
Fixed DeferredExtension command buffer allocating 62b of garbage every frame
5 Months Ago
First pass on new UI layout for conversations and mission acceptance
5 Months Ago
S2P compound and bandit town
5 Months Ago
Remove the inventory slots on the static workbench variants, prevents players accidentally transferring scrap from their inventory into hidden inventory slots when right clicking scrap
5 Months Ago
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5 Months Ago
Adjusted minimum font size on tutorial popup
5 Months Ago
FIxed state where tutorial button in menu would show as not usable when it should be usable
5 Months Ago
Change method names so harmony mods stop disabling the feature serverside Add `ping_estimation` convar to manually toggle ping estimation (default enabled)
5 Months Ago
Disable ping logging inside editor, switch to a convar `ping_estimate_logging`
5 Months Ago
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5 Months Ago
Fix storage adapters blocking looting of boxes when looking directly at the adapters - add support for GameTrace to ignore the type of an entity - will still GameTrace the storage adapter if you are holding a WireTool/PipeTool https://files.facepunch.com/jakerich/acrocQIGlVgn6mTE/01R7sjXhY7xH2U9S.png
5 Months Ago
Change the actual code that uses `isHoldingShift`
5 Months Ago
Pass `isHoldingShift` to Construction.Placement
5 Months Ago
Fix disabling external wall snapping (by holding shift) not working outside of the editor
5 Months Ago
Fixed wire loading issue: We now save the initial positions and rotations of IO connections to make sure entities parented to moving objects spawn their lines at the right place (e.g. you load a DoorController on an opened door, lines need to be spawned at the position where the component was initially wired) This also allows door controller to be wired when doors are opened
5 Months Ago
Fix sleeping bag not keeping last valid position for 0.25m when placing onto building blocks (still be strict when placing onto vehicles / parented entities)
5 Months Ago
Fixed a few IO line parenting loading issues + refacto and naming
5 Months Ago
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5 Months Ago
Merge from main/Workshop Normal Map Fix
5 Months Ago
Further changes to 'WhatUsesThis'
5 Months Ago
Updates to WorkshopItemEditor, removed debug code
5 Months Ago
player update. setting up 3p m39 rifle anim set
5 Months Ago
removed old mesh setup from v_sks.viewmodel prefab
5 Months Ago
viewmodel updates - material fix on prefab - added bullet mesh, textures & mat, added as child of mag - attachment tweaks
5 Months Ago
Undoing unwanted changes to materials
5 Months Ago
Player update. 3p semi auto rifle anim set exported/setup
5 Months Ago
Adding missing shaders
5 Months Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
5 Months Ago
merge from ScaleBySpeed_server_optimisation
5 Months Ago
merge from fix_horse_bullet_penetration
5 Months Ago
merge from fix_steam_nickname_slow_refresh
5 Months Ago
merge from viewmodelrenderers
5 Months Ago
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5 Months Ago
Subtracting 96103
5 Months Ago
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5 Months Ago
Updated changes to normal map fix
5 Months Ago
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5 Months Ago
Auto pair when deployed, if you have code lock access
5 Months Ago
New version of normal map fix
5 Months Ago
merge from nexus
5 Months Ago
merge from tutorial_menu_improvements
5 Months Ago
merge from fix_demo_disk_quota
5 Months Ago
merge from industrial_conveyor_quickmove
5 Months Ago
merge from dismount_netting_fix
5 Months Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
5 Months Ago
Added a metal detector mission objective
5 Months Ago
Added hinges to the van doors
5 Months Ago
Merge from explosions
5 Months Ago
Both flamethrowers with viewmodelrenderers and effect parents setup