reporust_rebootcancel

155,238 Commits over 4,536 Days - 1.43cph!

46 Days Ago
Audit system can now detect effects being run on the prefab - shown on the auditor
46 Days Ago
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46 Days Ago
fixed industrial torch 3p sfx not playing now it does
46 Days Ago
fixed the launch site silos having innacurate collsion mesh. now much more accurate to the shape of the silo
46 Days Ago
Sleep state fix
46 Days Ago
Merge pipes into a single mesh based on distance and matching material
46 Days Ago
merge from main
46 Days Ago
fixed torch ignite and extinguish sounds in third person
46 Days Ago
Update: add SwitchToMultithreading helper - added ConVar.Unsafe.UseMultithreadedScripting to disable experimental multithreading Tests: compiles
46 Days Ago
Battery tick optims: merge the drain and charge into one loop
46 Days Ago
firecracker now uses the proper world model instead of the flare model updated .item to properly reference the new .worldmodel prefab.
46 Days Ago
NRE fix with plant fibers, icon change
46 Days Ago
Unsaved, spawn grid command
46 Days Ago
browser_country_distance_fix -> main
46 Days Ago
Change the server browser geographic centre of Russia to the capital
46 Days Ago
network_range_finder -> main
46 Days Ago
Tool to audit entity network range based on LOD settings - we can net cull it in we cant see it
46 Days Ago
final UI tweaks, new field for adding a composter-specific icon rather than reusing the cooking icon when a furnace is on
46 Days Ago
fixed further issues with the low object quality. back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
46 Days Ago
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
46 Days Ago
fixed see-through ceiling for the supermarket on low object settings. LOD1 was missing parts of the mesh
46 Days Ago
Fixed UI positions and added a fourth output slot
46 Days Ago
fixed spas12 3p deploy sound added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
46 Days Ago
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
46 Days Ago
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates updated .meta to reference the proper sound.
46 Days Ago
Allow viewing maps for each zone/server in the nexus too if it is set
46 Days Ago
fixed krieg chainsword not placing on single weapon racks placement needs refining
46 Days Ago
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
46 Days Ago
Update: added standalone win TLS slot to allow - also wrapped into OS & config dependent compile guards Tests: built all flavors of standalone and checked that code succesfully executes in other project
47 Days Ago
Fix laser beam jobs pointing at the origin
47 Days Ago
add unsafe scripting access scope
47 Days Ago
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47 Days Ago
merge command palette back to main
47 Days Ago
notes, lives, basic input
47 Days Ago
push up editor
47 Days Ago
lower lanes, add notes
47 Days Ago
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal
47 Days Ago
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47 Days Ago
Fix wrong transform used for zone list causing header to be destroyed
47 Days Ago
Add in the zone list and nexus map on the server connect screen
47 Days Ago
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
47 Days Ago
Drain pass optims
47 Days Ago
removed duplicate ligths from military tunnels scene 2 prefab
47 Days Ago
initial code testing, level data
47 Days Ago
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
47 Days Ago
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
47 Days Ago
syncvar_stale_inheritance_fix -> main
47 Days Ago
Evaluation pass optims, use buffers instead of pooling collections every tick
47 Days Ago
Progress on showing nexuses on the new menu, this time without the separate tab Fixed nexus player authentication that's been broken since moving the backend endpoint
47 Days Ago
Manifest