reporust_rebootcancel

126,618 Commits over 4,109 Days - 1.28cph!

1 Year Ago
Converted cave segments to MeshLOD
1 Year Ago
merge from polar_bear_cull_fix
1 Year Ago
merge from NVGFix
1 Year Ago
merge from hvrocketsounds
1 Year Ago
merge from wire_slacking/christmaslights
1 Year Ago
merge from fix_teammate_building_guide_lerp
1 Year Ago
merge from techtree_workbench_multi_acces
1 Year Ago
converting prefabs in /static folder for MeshLOD when possible
1 Year Ago
Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
1 Year Ago
Fixed the Wildlife Cull mission not registering polar bear kills
1 Year Ago
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1 Year Ago
Show all three tech levels all the time, disable the unavailable trees https://files.facepunch.com/jarryd/1b0311b1/Unity_aTkR9v9t7l.mp4
1 Year Ago
Subtract 74200, which reverted a fix for trains not leaving collision triggers if they were destroyed while inside. Let's try this again and see I we can fix the NRE this time.
1 Year Ago
Fix NRE when teammate's building guide is near certain building blocked volumes
1 Year Ago
Implement lerping to smooth the 10hz update rate of teammates building guide - fix player guides being removed & recreated every update (due to client team comparison) - snap to last position whenever building prefab is changed - fix building guide not disappearing when going to sleep
1 Year Ago
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1 Year Ago
Make all accessible workbenches available from tabs at the top of the tech tree rather than requiring the player to exit the tech tree and interact with the workbench again
1 Year Ago
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1 Year Ago
Similar change for the fuel gauge
1 Year Ago
Removed numbers and 'knots' wording from scrap heli airspeed indicator
1 Year Ago
Subtract my initial fix.
1 Year Ago
Fixed minicopter not being able to sleep properly after being pushed (hurt feelings?)
1 Year Ago
Fixed total required scrap text appearing when opening a tech tree
1 Year Ago
Merge from main
1 Year Ago
Fixed broken collision prefabs on ZiplineLandingPlatform, ZiplineLaunchPlatform, ZiplineLaunchPlatformStairs
1 Year Ago
Converted train tunnel train tracks to MeshLods
1 Year Ago
Merge from main
1 Year Ago
Merge from meshlod_converter
1 Year Ago
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
1 Year Ago
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
1 Year Ago
Fixed null reference exception when using Last Used code button on a modular car codelock
1 Year Ago
Fixed slack rotation issues when placing the light box on angled surfaces
1 Year Ago
Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
1 Year Ago
Added new fur setups to cinematic rig
1 Year Ago
merge from flamethrower_informationpanel
1 Year Ago
merge from allow_barricades_monuments
1 Year Ago
merge from qol_show_teammate_building_guide
1 Year Ago
merge from qol_show_teammate_building_guide -> aux2
1 Year Ago
fire arrow viewmodel/flight sounds
1 Year Ago
unique sounds for HV rockets
1 Year Ago
Merge from main -> aux2
1 Year Ago
merge from allow_barricades_monuments -> aux2
1 Year Ago
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent - fast path is see if the `prevent_building` collider is already tagged - slow path is using a physics cast to search for `prevent_building` - caches to avoid falling back on the slow path every time
1 Year Ago
merge from paint_qo
1 Year Ago
merge from waterpump_deploy
1 Year Ago
Possible compile fix?
1 Year Ago
merge from qol_building_blocked_visual
1 Year Ago
merge from qol_reduce_f15_volume
1 Year Ago
Pass null when checking IsInvoking() instead of getting a profiler key Fix NRE in profiling key creation if an entity is killed while an invoke is happening
1 Year Ago
Merge from main -> allow_barricade_monuments